Search found 141 matches

by kazade
Mon Dec 24, 2018 8:27 am
Forum: Programming Discussion
Topic: Introducing Simulant, a cross-platform general-purpose game engine!
Replies: 3
Views: 817

Re: Introducing Simulant, a cross-platform general-purpose game engine!

Hmm maybe this should be moved to the homebrew forum?
by kazade
Fri Dec 21, 2018 1:21 pm
Forum: Programming Discussion
Topic: Introducing Simulant, a cross-platform general-purpose game engine!
Replies: 3
Views: 817

Introducing Simulant, a cross-platform general-purpose game engine!

Hi everyone! Today I'm publically announcing the Alpha release of a project I have been working on for several years(!). Simulant is an open-source general-purpose game engine, written in C++ which supports building games for Windows, Linux and Dreamcast targets from a Linux development system (cros...
by kazade
Thu Nov 08, 2018 3:50 pm
Forum: Programming Discussion
Topic: Does vmu_draw_lcd block? How fast can you call it?
Replies: 1
Views: 510

Does vmu_draw_lcd block? How fast can you call it?

I'm adding VMU support to my game engine, and I just have a few questions about vmu_draw_lcd. - Does vmu_draw_lcd wait until the submitted frame can be displayed, or does it return immediately in the case that the VMU is not ready? - What's the refresh time of the VMU display? How many frames can I ...
by kazade
Thu Oct 18, 2018 4:04 pm
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

Thanks!

Just an update: I've been really busy with other stuff so I haven't had time to sort the linking stuff, but i have pushed up the performance more. Need to do more profiling.
by kazade
Wed Sep 26, 2018 2:50 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

I hadn't but that's a really interesting read! I don't think I'll be doing anything like that in GLdc. My aim there is to hit 100000 quads per second and then hope someone with more low-level knowledge than me submits improvements :) I'm at around 85k in the quadmark bench, but I know where the bott...
by kazade
Tue Sep 25, 2018 11:42 am
Forum: Programming Discussion
Topic: Trying a gcc 7 toolchain
Replies: 8
Views: 2045

Re: Trying a gcc 7 toolchain

Yeah I was contemplating starting a thread on this. 4.7.3 is pretty old now, are any of the patches for 4.8+ well tested? Is it worth a community effort to get latest GCC going?

I'd look into it but my hands are pretty full with GLdc and other stuff...
by kazade
Fri Sep 21, 2018 3:38 pm
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

I'll get on it as soon as I can! Thanks Ayla!
by kazade
Tue Sep 18, 2018 1:04 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

Just an update. The new clipping algorithm has landed, and it's super fast. If no clipping is necessary then the performance hit is negligible. There are no copies to temporary buffers, everything happens in the same array, only newly generated triangles are appended. There's a video of it in action...
by kazade
Tue Sep 11, 2018 8:48 am
Forum: Programming Discussion
Topic: KOS - static initialisation failure: __gnu_cxx::__concurrence_lock_error
Replies: 17
Views: 1358

Re: KOS - static initialisation failure: __gnu_cxx::__concurrence_lock_error

Ok i dunno if this is related, but I discovered a while back that building KOS with a recent GCC would absolutely screw up the c++ standard library. The solution was to go back to compiling the toolchain itself with GCC 4.X.

Maybe it's that?
by kazade
Thu Aug 30, 2018 3:17 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1236

Re: How can I make this faster?

Bogglez, that's amazing thank you! And you park!
by kazade
Tue Aug 21, 2018 4:18 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1236

Re: How can I make this faster?

OK I'm starting to wonder if I'm missing something obvious here. I've spent about a week just profiling an optimising the draw code in GLdc. When running the first quad mark test (with clipping disabled) it spends roughly 11ms copying user-submitted vertex data, under 2ms transforming, and under 2ms...
by kazade
Sat Aug 18, 2018 12:58 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1236

Re: How can I make this faster?

Right, yeah I need to do some profiling - GLdc isn't managing nearly that much :(
by kazade
Fri Aug 17, 2018 2:50 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1236

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?
by kazade
Fri Aug 17, 2018 5:20 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 1236

How can I make this faster?

https://github.com/Kazade/GLdc/blob/master/GL/draw.c#L446 The above link shows the function in GLdc that takes the user submitted pointers to vertex data, and transforms it into a buffer of vertices more suitable to the PVR. When running the quadmark benchmark, which submits a load of vertices in bu...
by kazade
Fri Aug 17, 2018 1:30 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

Ok so I have a question about compressed textures and mipmaps... If I manually generate mipmaps for an uncompressed texture, and then disable mipmapping in the list header, then everything displays fine. However, if i load a compressed texture with mipmaps, then switch off mipmapping, then the image...
by kazade
Tue Aug 14, 2018 3:53 am
Forum: Programming Discussion
Topic: Compiler bug?
Replies: 1
Views: 272

Re: Compiler bug?

OK, embarrassing...

Turns out that my texture memory allocation code was always calculating *zero* as the size required, so all texture uploads were trashing data.

Presumably this is just a side-effect of that :/
by kazade
Tue Aug 14, 2018 1:59 am
Forum: Programming Discussion
Topic: Compiler bug?
Replies: 1
Views: 272

Compiler bug?

I just want to make sure I'm not being stupid: if(tx1 != NULL && tx1->data == NULL) { fprintf(stderr, "No data for texture! (%p) %d\n", tx1, tx1->index); } Is printing: No data for texture! (0x0) 0 How can it be not NULL, but print 0x0? This is while investigating weird corruption on textures that I...
by kazade
Mon Aug 13, 2018 3:20 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

@KingCrazy Fixed! Thanks for letting me know!
by kazade
Mon Aug 13, 2018 1:25 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

Ah this looks like a mistake on my part. Leave it with me.
by kazade
Thu Aug 09, 2018 3:48 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 6488

Re: GLdc - Call for testers!

OK so mipmapping is now implemented: Loading VQ compressed data with mipmaps is supported by using specific constants when calling glCompressedTexImage2D (e.g. GL_COMPRESSED_ARGB_4444_VQ_MIPMAP_KOS) glGenerateMipmapEXT() is implemented to generate a full set of mipmaps from a base texture uploaded v...