Search found 45 matches
- Sun Jul 17, 2022 7:38 pm
- Forum: Programming Discussion
- Topic: Bump Mapping sample
- Replies: 13
- Views: 2931
Re: Bump Mapping sample
Maybe this is a stupid question but maybe using a empty or special normal map applied to this would you be able to force something similar to phong shading ? ( lighting calculated per pixel across the entire surface instead of gouraud? ) I've worked a bit on trying to get something like that workin...
- Fri Jul 15, 2022 10:46 pm
- Forum: Programming Discussion
- Topic: Bump Mapping sample
- Replies: 13
- Views: 2931
Re: Bump Mapping sample
The intensity color mode allows per-pixel shading with almost no CPU load. However, it does put a load on the PVR. I think it was only after Xbox that this technique became widely used. The Dreamcast disappeared a little too quickly. I would love to see it used for future homebrew. Maybe this is a ...
- Fri Apr 24, 2020 4:03 am
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Burn the CDIs with IMGBURN with the CDI plugin, use a speed like 16x or 48x, whatever the burner and disc have in common. Don’t use the cheap, plain unlabeled verbatims—use verbatim “music” CD-Rs or memorex or maxell brands. Burnt over 300 discs this way when testing my own stuff and have near 100%...
- Tue Apr 21, 2020 3:51 pm
- Forum: Programming Discussion
- Topic: KOS vs Ninja - simple test.
- Replies: 25
- Views: 7278
Re: KOS vs Ninja - simple test.
Long story short: I made 3 simple programs to roughly compare "polygon count" performance of KOS' pvr api to Ninja library (from official sdk. No Kamui2 version for now). The goal was to see which one is faster "out of box" i.e. by only using high level api and no sh-4 assembly ...
- Wed Jun 12, 2019 4:31 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3432
Re: Shadows/Lights example?
Iiiiiinteresting... They are probably doing a separate render-to-texture and are just drawing the biker's untextured polygons onto a texture as the "shadow map" then are rendering that texture to the scene to imitate shadow mapping... I need to check that game out and look into this. It's...
- Wed Aug 22, 2018 8:23 am
- Forum: Programming Discussion
- Topic: How can I make this faster?
- Replies: 10
- Views: 2130
Re: How can I make this faster?
Maybe it's the benchmark? I am not a programmer but in an effort to help you out I'll post what other homebrewers have said to increase geometry output on the Dreamcast. They pretty much say that having stripped models that are 1:1 in vertex to polygon count can massively increase how much you can d...
- Fri Aug 17, 2018 10:06 pm
- Forum: Programming Discussion
- Topic: How can I make this faster?
- Replies: 10
- Views: 2130
Re: How can I make this faster?
It's been pointed out to me that this might already be about as fast as it can go... The quadmark benchmark... anyone know what frame/poly rates PH3NOMs libGL gets? Phenom spoke about some kos benchmark before. A couple times but this is the only one I can remember off the top of my head because I ...
- Mon Jun 11, 2018 11:13 am
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: WashingtonDC dreamcast emulator
- Replies: 8
- Views: 5662
Re: WashingtonDC dreamcast emulator
Its always good to have an alternative. You said it works on Windows via cygwin , I should try it on my AMD apu to see what kind of performance it gets on Windows. Heh you would put a polygon/triangle counter for research/fanboyism lol.
- Mon Jun 04, 2018 4:03 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3432
Re: Shadows/Lights example?
Presumably they simply render the player model once per light to a texture then render an additional pass of the scene with that texture bound. If it is only rendered once woudnt it be static? In the game it seems to interact with the light source and moves to match the player. Not to mention it se...
- Sun Jun 03, 2018 10:04 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3432
Re: Shadows/Lights example?
Seems Matt hoffman bmx did indeed use shadow mapping for the bikers shadow. I managed to extract that texture from the emulator. Seems to be a strange resolution of 512x256. Like I said Iam not a programmer but none the less tried to find an explanation and it seems because consoles have fast access...
- Sat Apr 28, 2018 11:41 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: I present you a new multiplatform 3D library: LMP3D
- Replies: 16
- Views: 6219
Re: I present you a new multiplatform 3D library: LMP3D
This is pretty cool. You should consider posting it on Dreamcast talk. Maybe sending info about it to Dreamcast junkyard to get the word out.
- Sat Apr 07, 2018 7:22 pm
- Forum: Developmental Ideas
- Topic: Might Scrap Makaqu. Possible to Finish Bero's Work?
- Replies: 8
- Views: 5825
Re: Might Scrap Makaqu. Possible to Finish Bero's Work?
Try one of those http://quakedev.dcemulation.org/downloads/codename/ Thanks. Got around to try and I must say it was very fun. It was a pain getting it to run but it was a nice surprise when it did. With some tweaking it could have been a commercial game. Its more fun than outtrigger in my opinion....
- Tue Feb 06, 2018 6:03 pm
- Forum: Developmental Ideas
- Topic: Might Scrap Makaqu. Possible to Finish Bero's Work?
- Replies: 8
- Views: 5825
Re: Might Scrap Makaqu. Possible to Finish Bero's Work?
Thanks for the tip! EDIT: I found the code! Apparently it was released under the Return to Castle Wolfenstien Dreamcast sourceforge! You are welcome. I wish you all the best with your project. It'll be a hell lot of work for sure if you want to do both Q1 based game design/qc coding AND engine codi...
- Sat May 27, 2017 6:45 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3432
Re: Shadows/Lights example?
Are you working with the PVR API? shadow mapping can't be used effectively on the PVR graphics chip, because it doesn't have shader support. What you need to do in shadow mapping is render from a light's viewpoint to a depth texture (which the DC already can't do), then use this texture from your c...
- Mon Apr 11, 2016 8:11 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39918
Re: New Dreamcast Game
Its looking great.I hope you implement a third person view as an option.(never was a much of fps lover.) Kinda like what quake 3dc had.
- Sun Aug 23, 2015 5:53 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7701
Re: Working with Lighting and Shadows on the DC
Makes me wonder if you plan to test how big of a horde of enemies you can make while keeping keeping a steady frame rate.
- Wed Aug 19, 2015 2:20 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7701
Re: Working with Lighting and Shadows on the DC
The shadows in Matt hoffman BMX and Phantasy Star Online are so pixelated they're probably using shadow maps, aren't they? That seems to be the case for only 3 games on dc : Derby Tsuku 2, Matt Hoffman pro BMX and Urban Chaos.Phantasy star on dc no, but I think later versions for pc and gamecube di...
- Wed Jul 15, 2015 4:57 pm
- Forum: Front Page News and Forum Guidelines
- Topic: Demul v0.7 alpha builds
- Replies: 6
- Views: 3399
Re: Demul v0.7 alpha builds
"they" it's me. sadly, other team members (almost) inactive for a couple of years ( if you are speaking about Naomi communication board emulation - its in TODO, but do not expect it happens soon, there too much other pending tasks, especially as for single person. Oh sorry I didnt expect ...
- Wed Jul 15, 2015 8:53 am
- Forum: Front Page News and Forum Guidelines
- Topic: Demul v0.7 alpha builds
- Replies: 6
- Views: 3399
Re: Demul v0.7 alpha builds
Makes me wonder if they figured out a way to be able to link more than one "machine" together for games like slashout or spikers battle.
- Mon Jul 06, 2015 8:00 am
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7701
Re: Working with Lighting and Shadows on the DC
[quote="PH3NOM"]Thank you 8-) 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. Wow thats looking pretty cool. Hopefully you consider some sort of demo or maybe eve...