Search found 565 matches

by bogglez
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?
by bogglez
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.
by bogglez
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...
by bogglez
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?

bbmario wrote:CubicVR seems abandoned... has anyone used it?
I'm afraid I have not, but it's a sign that bullet should be usable.
by bogglez
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 ...
by bogglez
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...
by bogglez
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?
by bogglez
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
by bogglez
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_...
by bogglez
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...
by bogglez
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...
by bogglez
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 ...
by bogglez
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...
by bogglez
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...
by bogglez
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...
by bogglez
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:

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
I expected more savings here?
by bogglez
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...
by bogglez
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...
by bogglez
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...
by bogglez
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...