Search found 576 matches
- 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...
- Mon Jul 11, 2016 9:37 pm
- Forum: Programming Discussion
- Topic: KGL Clipping Issue
- Replies: 23
- Views: 3439
Re: KGL Clipping Issue
You need to enable NearZ Clipping:Calling "glDisable(GL_KOS_NEARZ_CLIPPING)" has no effect
Code: Select all
glEnable(GL_KOS_NEARZ_CLIPPING);
Your posts did not mention that you have tried that...
- 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'...
- 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 ...
- 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
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:
But, I think this new one is much better
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:
- 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 ...
- 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..
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..
- 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
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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
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
- 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...
- 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...
- 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 ...