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Offline TheMachine02

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Re: Glib : a 3D graphics axe library
« Reply #375 on: October 01, 2014, 03:51:48 pm »
actually, with all the optimizations I done, it is even faster tahn the "normal" texture routine .... and it still pure axe  :P
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Re: Glib : a 3D graphics axe library
« Reply #376 on: October 01, 2014, 04:01:48 pm »
Ok good to hear :)
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Offline TheMachine02

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Re: Glib : a 3D graphics axe library
« Reply #377 on: April 05, 2015, 06:50:37 am »
Soooo. I need help of asm guru  :3
I was doing a multiplication routine in asm, and since it is in sensitive code, I need the max speed. However it is a mul BC*A/8
So a bit more tricky, and I couldn't optimize more than this :

Code: [Select]
_gFMulAxBCdiv16:
ld hl, 0
or a
ret z

rra \ jr nc, $+8 \ ld h, b \ ld l, c \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l
rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b
rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b
rra \ jr nc, $+3 \ add hl, bc
rra \ rra \ ret nc
sla c \ rl b
or a
sbc hl, bc
ret


Note that DE should be kept intact, BC can be destroy and A is in [-63,63]
So if anyone can hep me ... :D
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Offline c4ooo

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Re: Glib : a 3D graphics axe library
« Reply #378 on: April 26, 2015, 08:19:43 pm »
Ahh... The wonders of mathematics!... It's nice you made this into lib form, but I still think that making a custom engine for a game is always more efficient.  ;)
Also this can aply textures and lighting? Or just fill polygons with a color?
Exit: did not notice the new axiom thread for this. :(
« Last Edit: April 26, 2015, 08:25:18 pm by c4ooo »
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Offline TheMachine02

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Re: Glib : a 3D graphics axe library
« Reply #379 on: April 27, 2015, 05:14:05 am »
Actually, not. I've taken care the fact that an optimized engine as to be made for each game. That's why gLib doesn't offers a game engine, only the essential set of routine to get basic 3D runs, and optimized data manipulations. (setting matrix, rotation,cliping...) (even if I still have to add 2D rotation commands)
I even let's the user do what he wants in 3D calculation with shaders. I do think that is much powerful than an big engine taking care of all - wich gLib isn't - and pretty much close of a very particular engine.But after, we'll have to see. I am currently programming a game with it, I pretty much will see if it is feasible or not.
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Offline c4ooo

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Re: Glib : a 3D graphics axe library
« Reply #380 on: April 27, 2015, 04:00:19 pm »
Actually, not. I've taken care the fact that an optimized engine as to be made for each game. That's why gLib doesn't offers a game engine, only the essential set of routine to get basic 3D runs, and optimized data manipulations. (setting matrix, rotation,cliping...) (even if I still have to add 2D rotation commands)
I even let's the user do what he wants in 3D calculation with shaders. I do think that is much powerful than an big engine taking care of all - wich gLib isn't - and pretty much close of a very particular engine.But after, we'll have to see. I am currently programming a game with it, I pretty much will see if it is feasible or not.
Well yes... if its really basic then yes. But still, how easy (using this) is it to make the engine share interacting vertices/vectors so the same points will not have to be computed more then once? :ninja: Or maybe some game would be more efficient with textured quads instead of triangles.(TI-Craft 3D *cough cough*) (I know you can get a textured "quad" in libs like openGL by using two textured triangles, but its not like OpenGL is actually optimized to work with quads and not triangles) Another thing, this can actually draw textures right?
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Offline ben_g

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Re: Glib : a 3D graphics axe library
« Reply #381 on: April 27, 2015, 04:08:04 pm »
... Another thing, this can actually draw textures right?
I don't think it can.

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Offline TheMachine02

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Re: Glib : a 3D graphics axe library
« Reply #382 on: April 28, 2015, 06:24:14 am »
... Another thing, this can actually draw textures right?
I don't think it can.
I do have code to draw texture, but it never really made to the library itself.

EDIT : didn't see your message above. Sharing vertices is really esay, since vertex computing and primitive rendering are disconnected. Also, you won't be ever able to put texture in a game, I am afraid (or maybe for some cinematics at 5fps ...). Also, gLib does support both triangle and quads, quads are however still rendered as two triangle (but clipped as quads).
« Last Edit: April 28, 2015, 06:28:37 am by TheMachine02 »
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