Search found 576 matches
- Sat Aug 08, 2015 12:16 pm
- Forum: Front Page News and Forum Guidelines
- Topic: Demul v0.7 alpha builds
- Replies: 6
- Views: 3397
Re: Demul v0.7 alpha builds
MetalliC - Thank you for your efforts! Demul is a great emulator, I use it often for testing my own software. I have a request, is there any way you can add the ability to see the console text output of the program while its running? Like the way NullDC has a separate window for console text output,...
- Sun Aug 02, 2015 9:53 pm
- Forum: Programming Discussion
- Topic: DC-Chain errors
- Replies: 6
- Views: 1060
Re: DC-Chain errors
Corbin-
Check this post I made here, it details from start to finish how to install KOS on Win 7. I cant imagine it is any different on 8, or 10:
viewtopic.php?f=29&t=102800#p1041492
Check this post I made here, it details from start to finish how to install KOS on Win 7. I cant imagine it is any different on 8, or 10:
viewtopic.php?f=29&t=102800#p1041492
- Wed Jul 15, 2015 9:34 pm
- Forum: Programming Discussion
- Topic: Environment Mapping - 3D Texturing on DC
- Replies: 6
- Views: 1281
Re: Environment Mapping - 3D Texturing on DC
Thanks BlueCrab, that really what I have figured. Any idea on how "Environment Mapping" is supposed to be supported by the PVR hardware? Per-Vertex Reflections are expensive on the SH4 CPU, especially when compounding that on top of BSP Geometry, Model Geometry, Light Mapping, Shadow Mappi...
- Sat Jul 11, 2015 10:06 pm
- Forum: Programming Discussion
- Topic: Environment Mapping - 3D Texturing on DC
- Replies: 6
- Views: 1281
Environment Mapping - 3D Texturing on DC
So, I am working on using Environment Mapping for Reflections using 3D Textures in my game engine. My code is based on the effect written by nVidia, accelerated using the DC's fast math functions: http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter07.html This nVidia function uses a frag...
- Sun Jul 05, 2015 11:08 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7682
Re: Working with Lighting and Shadows on the DC
Thank you
Here is a clip of the current build, using the shadow algorithm in the last screen I posted with 2 players.
Shadows still need a bit of tweaking, but not bad for a first pass.
Here is a clip of the current build, using the shadow algorithm in the last screen I posted with 2 players.
Shadows still need a bit of tweaking, but not bad for a first pass.
- Sun Jul 05, 2015 4:00 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7682
Re: Working with Lighting and Shadows on the DC
This is not yet using modifier volumes, but today I have implemented a sort of stencil-based shadows for models, and I am quite happy with the results!
- Sun Jul 05, 2015 3:57 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3633
Re: glRotatef backwards in new KGL
Okay thank you for the feedback, I guess that is a bug that needs to be fixed in my OpenGL API!
I am curious to see what you are working on
I am curious to see what you are working on
- Fri Jul 03, 2015 10:49 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22581
Re: Quake 3 lightmaps - PVR Multi-Texture
Your welcome.
Here is the latest build, featuring 2 Player mode.
Here is the latest build, featuring 2 Player mode.
- Fri Jul 03, 2015 10:46 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3633
Re: glRotatef backwards in new KGL
Thanks again for your feedback! Sorry, but I meant invert your rotations on DC compared to PC for testing orientation correctness. But yes, what you have said would also perform the same operation. The simpler way I would do it is float r = DEG2RAD * -angle; ... But before modifying GL I would test ...
- Fri Jul 03, 2015 10:41 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7682
Re: Working with Lighting and Shadows on the DC
Thanks BlueCrab, thats what I thought.
I think things get tricky with Z Clipping 3D Modifier Volumes. I still need to investigate more...
I think things get tricky with Z Clipping 3D Modifier Volumes. I still need to investigate more...
- Thu Jul 02, 2015 7:51 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 75567
Re: Dreamcast Media Center
At 40 mbps it should be possible to stream loss-less un-compressed video, just a matter of finding the right resolution to fit that data rate. It would be interesting to see how much faster my video decoder routine could benefit from the increased input bandwidth. Problem is I do not have a DC-HDD f...
- Thu Jul 02, 2015 7:46 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3633
Re: glRotatef backwards in new KGL
Hmm interesting.
My rotation matrix is generated using mat_rotate from KOS, it is possible there are some orientation differences.
Can you test reversing the sign such as glRotatef(-20, 0, 0, 1) and let me know the results?
My rotation matrix is generated using mat_rotate from KOS, it is possible there are some orientation differences.
Can you test reversing the sign such as glRotatef(-20, 0, 0, 1) and let me know the results?
- Thu Jul 02, 2015 7:42 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7682
Re: Working with Lighting and Shadows on the DC
Ahh, thanks that clears things up a bit. Just to be clear, I am looking at shadow.c. At first look I was thinking each polygon was a quad, and that the 4th vertex was derived from polygon triangulation, kind of like how the pvr sprites work. But now I see each polygon is actually a triangle, which i...
- Wed Jul 01, 2015 7:35 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7682
Re: Working with Lighting and Shadows on the DC
BlueCrab- Wow, cant believe this is a 2 year bump. Thank you again for adding the cheap_shadow example to KOS. I am considering again the idea of using modifier volumes for simple shadows on DC. My idea is to tessellate and cache a Cone as 2 Triangle Strips ( base and wall ) once, then when renderin...
- Wed Jul 01, 2015 6:52 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Dreamcast Media Center
- Replies: 143
- Views: 75567
Re: Dreamcast Media Center
Hey there man! Thanks for your interest. I released the source with the project, so you are free to do what you want with it! Just please give me proper credit where due. The /SD/ card is a bottleneck due to read speed of ~640kbps from my testing back then, it was much faster to stream from /CD/; II...
- Wed Jul 01, 2015 6:46 pm
- Forum: Developmental Ideas
- Topic: FLI/FLC player for hi res Intros/Cutscenes in homebrew games
- Replies: 10
- Views: 10239
Re: FLI/FLC player for hi res Intros/Cutscenes in homebrew g
640x480 video decoding is very hard to manage on DC.
I thing ROQ is the closest we will get to that resolution, checkout DreamROQ by Multi-Media Mike...
I thing ROQ is the closest we will get to that resolution, checkout DreamROQ by Multi-Media Mike...
- Mon Jun 29, 2015 9:15 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22581
Re: Quake 3 lightmaps - PVR Multi-Texture
Alright man, here is an older build using OpenGL DC Multi-Texture. This code is a stripped-down, render only build for multi-texture surfaces. Collision Detection code is not included, nor is the PVS system. That said, this should give you a good idea of how the basic 3D render pipeline works. SRC: ...
- Mon Jun 29, 2015 9:04 pm
- Forum: Programming Discussion
- Topic: Upcoming KOS release - Testing needed
- Replies: 21
- Views: 3754
Re: Upcoming KOS release - Testing needed
Sounds good BlueCrab!
By the weekend I should be able to help test things out.
By the weekend I should be able to help test things out.
- Sun Jun 28, 2015 8:22 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22581
Re: Quake 3 lightmaps - PVR Multi-Texture
@bbmario - Right now, I am still at work on my Q3 engine and it is currently closed-source. However, I can release an older build of my source that is render-only using OpenGL DC, if that is of interest. Some more progress on my engine, 2 players are now fully supported including animated model rend...
- Sun Jun 28, 2015 8:13 pm
- Forum: Programming Discussion
- Topic: Skeletal animation
- Replies: 2
- Views: 840
Re: Skeletal animation
That is true, you can pretty much do anything you want in software; but keep in mind, MD5 models are designed for GPU's with hardware t&l, which the DC's PVR GPU does not have, so all transformations are done on the DC's SH4 CPU. You must make a decision between memory vs cpu consumption when co...