Search found 17 matches

by b0b
Sat May 05, 2018 4:22 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 773

Re: Graphics corruption on real hardware

BlueCrab wrote:
Fri May 04, 2018 11:17 pm
Maybe you've run into some kind of weird compiler/optimization bug?

most likely. i do know my znear-clipping code broke before when compiled with -O3, but looked fine with -O2
-.-
by b0b
Fri May 04, 2018 3:35 pm
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 773

Re: Graphics corruption on real hardware

huh... i am cleaning up my rendering source code. removing unused functions, static variables and so on... and there is one big unused function - if i delete it or comment it - everything breaks on emulator too. it compiles and links without it, but graphics breaks. if i leave it in - it works on em...
by b0b
Mon Apr 30, 2018 9:28 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 773

Re: Graphics corruption on real hardware

thats the same experience i've made - lxdream is nearly unusable for commercial games, but it somehow works best for homebrewed stuff. I'm aware that the dreamcast emulators don't emulate the hardware properly and use many workarounds for performance. there is an elf file attached (game data is comp...
by b0b
Sun Apr 29, 2018 6:13 am
Forum: Dreamcast Homebrew Software Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 8
Views: 1405

Re: I present you a new multiplatform 3D library: LMP3D

this is pretty cool! the z-near clipping and lighting is not implemented yet? or did i missed it? i only took a quick look so far, i really need to adjust to your coding style first. wouldn't it be better to write the assembly stuff in extra *.s or *.S files instead of inline asm? :D are you interes...
by b0b
Sun Apr 29, 2018 6:02 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 773

Graphics corruption on real hardware

Hi, I'm writing a little game for the DC and it is coming along nicely. the physics and input systems seems to be working fine, but I'm having problems on the graphics side. The whole thing is in 3d. I'm using the direct render interface in KOS, so no KGL. It does run and producing correct output in...
by b0b
Tue Jul 05, 2016 1:48 pm
Forum: Developmental Ideas
Topic: A serious discussion: porting open source engines to DC
Replies: 3
Views: 1317

Re: A serious discussion: porting open source engines to DC

in short for all three of them - a hell of lot work. What would be involved in successfully porting one of those to Dreamcast? "Downscaling" the visuals of the engines until the engine performed at decent framerate? Or is it deeper like porting all of the libraries used in the engine? Or rewriting t...
by b0b
Tue Feb 02, 2016 10:03 am
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1066

Re: Terrain texturing

Hi B0b Just seen your post. For the terrain I'm using a greyscale 8-bit image which gives you 256 possible height values. This can be scaled up for more height, but will increase the visible step size unless you do some smoothing. A 16 bit heightmap can be used but that increases memory usage. yes,...
by b0b
Mon Feb 01, 2016 3:05 pm
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1066

Re: Terrain texturing

Terrain is generally very easy; the height map r,g,b values are interpreted as x,y,z, and viola, 3D terrain. yeah, well, except it isn't if you are trying to render detailed terrain with good draw distance. you have to implement some sort of LOD-system. nowadays on newer hardware you can do pretty ...
by b0b
Sun Jan 31, 2016 8:18 pm
Forum: Programming Discussion
Topic: Terrain texturing
Replies: 9
Views: 1066

Terrain texturing

Hi Everyone! I need some programming support... I'm implementing a terrain renderer. I'm using OpenGL on the PC side but I'm going PVR-only on the dreamcast. The terrain LOD system is mostly done... And now I'm trying to figure out how to properly texture this thing. I have like 4 different textures...
by b0b
Wed Feb 11, 2015 9:09 am
Forum: Programming Discussion
Topic: Hucast is looking for a coder to build a KOS based Framework
Replies: 23
Views: 1824

Re: Hucast is looking for a coder to build a KOS based Frame

I'm in touch with some DC coders now and they all say an port to DC will be easy if they have the Open GL based PC version of the game, so this it what we will now work on. thats that I somehow tried to say. OpenGL-based PC version alone doesn't guarantee an easy Dreamcast port. For example I would...
by b0b
Tue Feb 10, 2015 6:29 pm
Forum: Programming Discussion
Topic: Hucast is looking for a coder to build a KOS based Framework
Replies: 23
Views: 1824

Re: Hucast is looking for a coder to build a KOS based Frame

I don't know what you mean by "framework", but... I haven't tried setting up the toolchain for windows as i use linux and osx most of the time. I think you should explain a little how your PC version is made so far. What libraries you use (opengl, openal, sdl etc), is it in c or c++ and so on. I hav...
by b0b
Sat Dec 21, 2013 8:54 am
Forum: Programming Discussion
Topic: [Dreamcast]Looking for Developers for an OnRails Shooter Pro
Replies: 5
Views: 563

Re: [Dreamcast]Looking for Developers for an OnRails Shooter

Now we have an increasing number of Indie Developers who collect money on Kickstarter. Why do you think is this so? I'm aware of the situation right now. I don't play that much nowadays. the video game industry needs a new crash imho indie developers existed before Kickstarter... "major clusterfuck...
by b0b
Tue Dec 10, 2013 8:01 am
Forum: Programming Discussion
Topic: [Dreamcast]Looking for Developers for an OnRails Shooter Pro
Replies: 5
Views: 563

Re: [Dreamcast]Looking for Developers for an OnRails Shooter

it's an interesting project. i couldn't care less for "Saber Rider" (never really watched it, but find the intro very catchy). i mean i've seen some episodes as a child, but never got into it. that said, i'm a big fan of on rail action games like starfox and sin & punishment series. I'm programming ...
by b0b
Wed Jun 06, 2007 7:15 am
Forum: Dreamcast Gaming and Emulation
Topic: Fightoon video
Replies: 30
Views: 6228

Re: Fightoon video

I can understand your reasons. The fps problems is quake-specific (afaik in q2 & q3 too). animations with milkshape is a payne. milkshape is great for converting models from one game-format to an other. i would not use it for modelling and animating. can you still release the source code you have do...
by b0b
Sun Jun 03, 2007 11:31 am
Forum: Dreamcast Gaming and Emulation
Topic: Fightoon video
Replies: 30
Views: 6228

Re: Fightoon video

:cry:


oh no...
bad news :(



i really like the cel-shading you have done.

please, release the source code.
by b0b
Tue Mar 20, 2007 7:35 am
Forum: Dreamcast Gaming and Emulation
Topic: Fightoon
Replies: 103
Views: 11427

stereotype characters? c'mon :roll: it's part of all good beat'm'ups. btw i like the main character. this afro and this coolness - it really cool. remember me of williams in "enter the dragon" (i have never seen such a cool character in a martial arts movie). and i really don't think, that i'm a rac...
by b0b
Thu Mar 15, 2007 3:28 pm
Forum: Dreamcast Gaming and Emulation
Topic: Fightoon
Replies: 103
Views: 11427

WTF?! Great work Fragger! cel-shading in quake1? really nice! it is faked or real cel-shading? i mean, are the outlines made by the renderer or it is the old trick with the models (models have the outlines "built-in")? i know, the graphics and the whole game itself are in very early state. but this ...