Author Topic: Nemesis- a new axe 3d rpg  (Read 29795 times)

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #120 on: September 19, 2012, 09:19:21 am »
and I bet you can optimize your code ^^

oh yes !! I have a lot of thing who need to be optimised
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #121 on: September 19, 2012, 11:47:57 am »
Question: If we take, for example, the previous screenshots, how many walls are there to be displayed in there total? Are there any diagonal ones? Would removing diagonal walls (if any) increase the speed?
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #122 on: September 19, 2012, 12:49:03 pm »
well...
in screenshot, there is about 15 wall and remove wall always increase speed ; but if we remove this wall, we going to have a transparancy problem, because for remove the transparancy, I need to display each wall  :w00t:
« Last Edit: September 19, 2012, 12:49:14 pm by TheMachine02 »
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Offline MGOS

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Re: Nemesis- a new axe 3d rpg
« Reply #123 on: September 19, 2012, 12:59:55 pm »
I think DJ meant the diagonal walls. Would it be faster if you could reduce your algorithm for only perpendicular walls?

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #124 on: September 19, 2012, 01:01:20 pm »
don't think so because the engine don't care if wall are perpendicular or diagonnal...  :P
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Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #125 on: September 19, 2012, 11:27:19 pm »
wow, that's then a pretty cool engine :D

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #126 on: September 20, 2012, 02:46:42 am »

wow, that's then a pretty cool engine :D

thank.
(but I think he can be improve a lot)
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #127 on: September 20, 2012, 12:31:03 pm »
find a way to improve the speed a lot : a litlle routine that will tell me if wall are front of me, or back. Up there, I could not implement this routine in my engine, but now I can.  :)
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Offline Stefan Bauwens

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Re: Nemesis- a new axe 3d rpg
« Reply #128 on: September 20, 2012, 12:45:06 pm »
Great news! I must say it already looked awesome and pretty fast. But this is even better! :)


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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #129 on: September 24, 2012, 12:25:31 pm »
sorry for the time : I have to recode the engine to implement new routine (water, doesn't work very well...)

10% speed+

and I have one question : what is more fast : an ion assembly prog or a noshell assembly prog ?

EDIT : 100e post =)
« Last Edit: September 24, 2012, 12:26:02 pm by TheMachine02 »
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Offline MGOS

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Re: Nemesis- a new axe 3d rpg
« Reply #130 on: September 24, 2012, 12:26:51 pm »
what is more fast : an ion assembly prog or a noshell assembly prog ?

They are the same, just a different header I think. Both is z80 asm, but Ion gives compatibility to other shells.
« Last Edit: September 24, 2012, 12:27:40 pm by MGOS »

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #131 on: September 24, 2012, 12:27:37 pm »
thank
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #132 on: September 24, 2012, 02:54:48 pm »
Glad to see you managed to get better speed. :) As for diagonal walls I was refering to how in your screenshots, your maps did not seem tilemapped. In Gemini, every wall are at 90° angles because the map data is like a matrix, where if a square is detected as solid, it displays a cubic wall block there. The fact your engine supports walls at different angles than 90°, 180°, 270° and 360° makes it even more amazing.
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Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #133 on: September 24, 2012, 06:32:33 pm »
Wow, cool, speed increase! :D

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #134 on: October 08, 2012, 12:40:23 pm »
once again sorry for the time. 10% speed +

I will  realase soon an axe librairy with the functions I use for my 3d.

to do :
water,
floor,
more speed (if I can),
maybe light.

And when it's done I finish my demo.
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