Search found 565 matches
- Tue Nov 11, 2014 6:37 am
- Forum: Programming Discussion
- Topic: 3D physics/collision libraries that work on DC?
- Replies: 17
- Views: 3110
Re: 3D physics/collision libraries that work on DC?
What kind of physics are you trying to do anyway, just collision or more? How many objects are we talking here?
- Wed Nov 05, 2014 5:12 am
- Forum: Programming Discussion
- Topic: 3D physics/collision libraries that work on DC?
- Replies: 17
- Views: 3110
Re: 3D physics/collision libraries that work on DC?
Seems like they have an object pool on the stack, but the size can be configured.
- Tue Nov 04, 2014 2:23 pm
- Forum: Programming Discussion
- Topic: KGL examples
- Replies: 3
- Views: 487
Re: KGL examples
Thanks for the info, bogglez! :grin: Are there any open-source 3D games for the DC, that i can use to learn more about collision detection, etc? It shouldn't matter what platform the code was written for. You can check out sites like gamedev.stackexchange.com and search for "collision detectio...
- Tue Nov 04, 2014 2:19 pm
- Forum: Programming Discussion
- Topic: 3D physics/collision libraries that work on DC?
- Replies: 17
- Views: 3110
Re: 3D physics/collision libraries that work on DC?
I'm afraid I have not, but it's a sign that bullet should be usable.bbmario wrote:CubicVR seems abandoned... has anyone used it?
- Tue Nov 04, 2014 2:16 pm
- Forum: Programming Discussion
- Topic: 3D engines under active development?
- Replies: 4
- Views: 635
Re: 3D engines under active development?
Using PVR directly means writing raw PowerVR ASM? :cry: My current objective is just a small 3D game. Something like marble blast or a platformer. There is a C API http://gamedev.allusion.net/docs/kos-2.0.0/pvr_8h.html It is a Dreamcast-specific graphics API. You can use the KGL implementation for ...
- Tue Nov 04, 2014 12:08 pm
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
I could make it pick between RGB565, ARGB1555 and ARGB4444 if no format flag is given. That would be greatly appreciated already. Regarding the mipmap flag. I'm not sure it can be done easliy with the way it works now. The flags dictate what images are allowed to be loaded, not the other way around...
- Tue Nov 04, 2014 10:51 am
- Forum: Programming Discussion
- Topic: 3D engines under active development?
- Replies: 4
- Views: 635
Re: 3D engines under active development?
Unfortunately KGL was in a quite sorry state before but it's picking upsteam recently. So I think most engines used PVR directly before.. If you're using a third party engine like CubicVR you should not need to care about whether they use KGL or PVR internally though. What are you trying to do?
- Tue Nov 04, 2014 10:48 am
- Forum: Programming Discussion
- Topic: 3D physics/collision libraries that work on DC?
- Replies: 17
- Views: 3110
Re: 3D physics/collision libraries that work on DC?
CubicVR is a game engine that runs on the Dreamcast, they seem to have used Bullet..
https://github.com/cjcliffe/CubicVR/tre ... /dreamcast
https://github.com/cjcliffe/CubicVR/tre ... /dreamcast
- Tue Nov 04, 2014 10:46 am
- Forum: Programming Discussion
- Topic: KGL examples
- Replies: 3
- Views: 487
Re: KGL examples
Devices connected to the DC communicate over the "Maple bus", you can find docs here: gamedev.allusion.net/docs/kos-current/maple_8h.html What you can do for basic input (this will iterate over each Maple device which is a controller): MAPLE_FOREACH_BEGIN(MAPLE_FUNC_CONTROLLER, cont_state_...
- Tue Nov 04, 2014 10:41 am
- Forum: Programming Discussion
- Topic: KGL rendering limits?
- Replies: 15
- Views: 3866
Re: KGL rendering limits?
Ph3nom should be able to tell you about the limits, he benchmarked his new KGL implementation quite rigorously, there are benchmarks in the example folder of KOS and you can find threads about it on here. You can also improve the poly count a lot by calling glEnable/Disable GL_KOS_NEARZ_CLIPPING. Yo...
- Tue Nov 04, 2014 5:32 am
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 9039
Re: Random WIP shots
bogglez- Just to be clear, you can bind a VQ compressed texture using my Open GL API, all you need to do is specify the texture format when binding the texture. After all, that is quite easy to do using KOS :wink: But that reminds me, I do need to clean up the PVR texture memory allocation code, as...
- Tue Nov 04, 2014 4:58 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
EDIT(double post) I think it should still be able for the user to specify what color format to output ( maybe you don't want to preserve the alpha channel ). I meant that -f should be optional and the format should be guessed if it's not provided. Texture conversion should be as simple as possible ...
- Mon Nov 03, 2014 2:28 pm
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
BTW would it be possible to leave out the format parameter and let the tool decide which format to use by itself? It should be quite obvious what format to use in which case I think. So I can just do texconv -i a.png -o a.tex -c -m Also, when providing -m I think it would be enough to print a warnin...
- Mon Nov 03, 2014 4:20 am
- Forum: Programming Discussion
- Topic: powervr2 limits
- Replies: 44
- Views: 11466
Re: powervr2 limits
So I assume the dreamcast would look barely decent in a right taking in all this account only if the ps2 and gamecube have maximum performance or would look nearly the same? If you're going for realistic graphics and assume perfect utilization of the hardware (which usually only happens for console...
- Sun Nov 02, 2014 5:16 pm
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
Did you compress that? 1.1M is pretty spot on for uncompressed. 1024*512*2 = 1048576 bytes, plus codebook and header. It should be around 130kB compressed. Oh yeah, it seems I made a mistake while changing my batch script or so, sorry.. now at 132K, more like it :-) You might want to look at this t...
- Sun Nov 02, 2014 5:00 pm
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
Thanks for that
I did some more tests and was surprised to see this:
I expected more savings here?
I did some more tests and was surprised to see this:
Code: Select all
cloth4.png: PNG image data, 1024 x 512, 8-bit/color RGB, non-interlaced
1.6M cloth4.tga
516K cloth4.png
260K cloth4.dds
1.1M cloth4.dtex
- Sun Nov 02, 2014 3:18 pm
- Forum: Programming Discussion
- Topic: Porting woes
- Replies: 4
- Views: 504
Re: Porting woes
fileno() won't be exposed in the <stdio.h> header file if you're compiling in a strict compliance mode. Try using -std=gnu89, -std=gnu99, or -std=gnu11 instead of -ansi/-std=c89/-std=c90, -std=c99, or -std=c11. I used gnu11 in one project and c11 in the other, my bad >_< As for nanosleep(), I suppo...
- Sun Nov 02, 2014 2:41 pm
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
Ok, I've done some testing. Rectangular VQ textures work fine on the actual hardware, and I only need to change a couple of lines in texconv to support it. That's awesome to hear!! :D I've also tried rectangular VQ textures with mipmaps, and it may work, not sure yet. I'm getting a partially scramb...
- Sun Nov 02, 2014 1:29 pm
- Forum: Programming Discussion
- Topic: Porting woes
- Replies: 4
- Views: 504
Re: Porting woes
You really can't get nanosecond precision. The best you're really going to get is milliseconds (and that's often the case on PC OSes as well). Just use thd_sleep() or timer_spin_sleep(). I realize that, but nanosleep(req, rem) waits until at least req has passed, so I think it can be implemented wi...
- Sun Nov 02, 2014 11:25 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6593
Re: Texture compression size comparison study
Why can VQ compression not be used with non-square images though? I don't think I've ever tried doing VQ compression on rectangular images. All sources say they need to be square. But then again, they also say paletted textures can't be compressed. I might try out that later. I'm not sure about twi...