Search found 576 matches

by PH3NOM
Tue Jul 12, 2016 9:47 pm
Forum: Programming Discussion
Topic: How's your sound?
Replies: 3
Views: 947

Re: How's your sound?

Hmm I think that the DC's AICA master volume is a 4bit value so we only have the range of 0x0, 0xF? At least that is how I managed master volume control in DCMC. http://dcemulation.org/phpBB/viewtopic.php?f=34&t=101213&hilit=dcmc On the file aica_cmd.c you will see my code here: #define AICA...
by PH3NOM
Mon Jul 11, 2016 9:37 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 3439

Re: KGL Clipping Issue

Calling "glDisable(GL_KOS_NEARZ_CLIPPING)" has no effect
You need to enable NearZ Clipping:

Code: Select all

glEnable(GL_KOS_NEARZ_CLIPPING);
And this needs to be called before glBegin() if you are using immediate mode...

Your posts did not mention that you have tried that...
by PH3NOM
Mon Jul 11, 2016 9:29 pm
Forum: Programming Discussion
Topic: KOS OpenGL: maximum triangles on-screen?
Replies: 10
Views: 2591

Re: KOS OpenGL: maximum triangles on-screen?

I see you are using a skeletal mesh format - these are much more efficient in memory usage but much more demanding on CPU usage on DC since it has no GPU T&L. I am curious how much of your frame time is spent on preparing the mesh for render? Frame Interpolations are especially taxing on the DC'...
by PH3NOM
Fri Jul 08, 2016 8:20 pm
Forum: Programming Discussion
Topic: KOS OpenGL: maximum triangles on-screen?
Replies: 10
Views: 2591

Re: KOS OpenGL: maximum triangles on-screen?

And I'd like to thank PH3NOM for all the hard work he put into improving KGL. You are welcome my friend! It is good to see people trying to do things with it 8-) A question, what model format is that? I can probably help with some ideas to optimize things a bit if you dont mind sharing your render ...
by PH3NOM
Thu Jul 07, 2016 6:58 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

Lol I like the thug with the pantyhose mask!

But, I think this new one is much better :grin:

I do not want to give many details of our game name or story quite yet, but here are some offline rendering of the main villain:

Image

Image
by PH3NOM
Thu Jul 07, 2016 6:48 pm
Forum: Programming Discussion
Topic: Design flaw in KosGL
Replies: 12
Views: 1543

Re: Design flaw in KosGL

Hehe nice thanks guys! And sorry for that problem :oops: When I saw BlueCrabs first reply unless PH3NOM's libgl sets certain registers ahead of time for transferring display lists and doesn't make sure they haven't changed underneath of it (I can't imagine he does this, but I haven't looked, so I'm ...
by PH3NOM
Sun Jun 12, 2016 11:19 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

A quick bump.

Here is a quick video update of current development status.

https://www.youtube.com/watch?v=idSzxgR4iUw

Thanks again for taking a look! More to come soon..
by PH3NOM
Tue Jun 07, 2016 4:51 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 22335

Re: Quake 3 lightmaps - PVR Multi-Texture

Hey man sorry for the confusion!
There are 2 uv sets per vertex. I simply used a generic 4 float vector type for storing both uv sets.
So here you can consider x, y components of the uv as u and v for texture0 and z, w are u and v for texture1
by PH3NOM
Sun May 22, 2016 9:50 pm
Forum: Programming Discussion
Topic: KOS OpenGL: maximum triangles on-screen?
Replies: 10
Views: 2591

Re: KOS OpenGL: maximum triangles on-screen?

Truth is, the example benchmarks, are poor examples of a best case scenario. Look at the benchmarks, calling rand() for each component of every vertex is a worst case scenario. And those examples use immediate mode, not glDrawArrays. So, things can be optimized from those examples. Using glDrawArray...
by PH3NOM
Sun May 15, 2016 10:11 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

We have been quiet, but working hard. Sorting out the new level format, things are looking quite good http://oi68.tinypic.com/30x7rkm.jpg My engine supports instancing, to reduce memory usage, and is used by most assets seen here: http://oi64.tinypic.com/smpqpc.jpg Also, models are using a LOD syste...
by PH3NOM
Sun May 08, 2016 10:26 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

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. Hehe yes sir, that is confirmed. Not only an option, it is switchable real-time 8-) First Person Perspective: http://oi64.tinypic.com/flg3ep.jpg Third Person Persp...
by PH3NOM
Fri Apr 08, 2016 10:31 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

Thank you all for taking a look. We are still early in our developmental cycle, but things are shaping up quite nice :P -We are rendering very high quality models; higher polygon than probably most commercial DC games :roll: http://oi68.tinypic.com/260y0z6.jpg -We are implementing a Melee Combat Sys...
by PH3NOM
Thu Mar 31, 2016 8:55 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

This looks amazing! I assume Payday: The Heist is an inspiration here? Any plans for online multiplayer? :lol: 8-) :o :lol: Payday is not a inspiration, but a derivative of the source inspiration Dark Knight bank scene, anyone? Online Multiplayer is a phrase that has been thrown around more than on...
by PH3NOM
Thu Mar 31, 2016 8:51 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

Looking great guys, you've managed to get a lot of detail into those meshes on the hardware, so am looking forward to seeing where this goes. Will the game be a single player campaign campaign or more like Quake 3? Hey Dave! Glad you asked. There will be a Single Player Campaign that is event-drive...
by PH3NOM
Thu Mar 31, 2016 8:44 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 22393

Re: Looking for a programer

Thank you for you input bogglez! The textures are VQ compressed, so that is the pixelation you see. What resolution is that mask texture or is it one texture for the whole mesh? Are you using texture filtering and mipmapping? I think the suit and such look fine, but the face is something I think pe...
by PH3NOM
Sun Mar 27, 2016 8:12 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

Re: New Dreamcast Game

Hey man thanks for taking a look! First off, my engine is not a port of Quake 3. It is a brand new engine written by myself using C, intended for the Dreamcast hardware. Some critical pieces of code are using assembly, like the model render and model shadow render routines, and when I am done, the r...
by PH3NOM
Sun Mar 27, 2016 7:44 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 22393

Re: Looking for a programer

Thank you for you input bogglez!

The textures are VQ compressed, so that is the pixelation you see.

We have hit all kinds of limitations, and found solutions to work within them. If you can be more specific, I can explain a bit more :lol:
by PH3NOM
Sun Mar 27, 2016 7:35 pm
Forum: Off-Topic Forum
Topic: Apple may soon own the PowerVR chip
Replies: 7
Views: 1712

Re: Apple may soon own the PowerVR chip

Wow, at first I didnt pay much attention to this but now I realize how huge this could be for the future of the industry. I have been doing research on Voxel Ray Tracing recently and I was reading an old article here http://www.tomshardware.co.uk/voxel-ray-casting,review-31710-4.html After reading t...
by PH3NOM
Fri Mar 25, 2016 11:20 pm
Forum: Front Page News and Forum Guidelines
Topic: New Dreamcast Game
Replies: 54
Views: 39712

New Dreamcast Game

Whats up guys! For those who are not familiar, myself(PH3NOM)(programmer) and Wilson(juguefre)(artist) have been working on a new game for the Dreamcast. Initially, the engine was using the Quake III BSP for the level format. However, due to inherent limitations in the Quake .map format, I have push...
by PH3NOM
Thu Mar 17, 2016 10:15 pm
Forum: Developmental Ideas
Topic: Looking for a programer
Replies: 41
Views: 22393

Re: Looking for a programer

Due to complexity of the maps we would like to create, I am working at getting away from using the .BSP format due to its inherent limitations. Experimentally, I am using my own map format, that performs a direct conversion from .obj models. The conversion includes pre-computing lighting, collision ...