Search found 576 matches
- Mon May 25, 2015 9:52 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
I have written bullet collision detection code for the engine, based on rays. This is a large BSP from True Combat Quake 3 Total Conversion. The Light Map render is currently using a 2 pass approach, and I should be able to increase the speed even on this large BSP. But for now a quick video: AkdDLo...
- Fri May 22, 2015 8:56 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Thanks for the encouragement guys! @bogglez- Yes, the current model format is using key frame animation. The modelview matrix palette is an interesting idea, but for this format the transforms are per-vertex, thus a huge number of unique matrices would be required, making this extension unfeasible. ...
- Wed May 13, 2015 12:36 pm
- Forum: Programming Discussion
- Topic: KGL Texturing Issues
- Replies: 5
- Views: 738
Re: KGL Texturing Issues
Thanks BlueCrab, I should have looked a bit closer at his code there. I could add the ability to upload textures of arbitrary sizes; the API would have to basically copy the source texture into a larger texture of a size that the PVR supports ( I do this in my own code when loading odd sized jpeg's ...
- Tue May 12, 2015 8:35 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Thanks for the encouragement guys! MisterDave - dont be afraid to share your DC projects here as well! Hilltopper06 - Here is a vid to show the current state of things. cSVX6lmoSLc The Flash Light still needs some refining, and the HUD transparency needs some tweaking, but other than that, I am quit...
- Tue May 12, 2015 8:15 pm
- Forum: Programming Discussion
- Topic: KGL Texturing Issues
- Replies: 5
- Views: 738
Re: KGL Texturing Issues
You did not specify; I am assuming you are using KOS libgl from the current repository, and not the old kgl from Dev Iso R4, etc. Currently, the API does not covert textures format for you; you must supply the textures in a format that the DC's PVR can handle directly. This is something that I can a...
- Sat May 09, 2015 9:15 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
I know the feeling, school comes before DC projects! Anyhow, I've implemented a simple HUD system in my engine, right now it is using custom sprites for Counter-Strike... http://oi60.tinypic.com/1nzc3o.jpg Also, I have refined the Flashlight effect a bit... http://oi60.tinypic.com/11m9owp.jpg Player...
- Thu May 07, 2015 10:47 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Thanks for following!
I can not upload a video due to bandwidth ( on mobile data for the next few days ), but I will when I am back on fullspeed.
However, some good progress has been made with instancing animated models
I can not upload a video due to bandwidth ( on mobile data for the next few days ), but I will when I am back on fullspeed.
However, some good progress has been made with instancing animated models
- Mon May 04, 2015 8:39 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Bump, back in progress. I have been able to load some larger maps with the new API. http://oi61.tinypic.com/2lag6ip.jpg http://oi61.tinypic.com/15fj1he.jpg Oh yeah, added models support to the engine, with world collision, for AI entities. http://oi59.tinypic.com/2gufejq.jpg Without multi-texture, w...
- Fri Apr 24, 2015 7:15 pm
- Forum: Programming Discussion
- Topic: Compatibility between KGL and OpenGL 2
- Replies: 2
- Views: 590
Re: Compatibility between KGL and OpenGL 2
Hey there man welcome to the forums 8-) KGL is not a drop-in alternative for OpenGL 2. The PVR GPU hardware only handles a very small set of features that directly map to OpenGL, the rest must be done in software on the SH4. KGL supports many functions defined in OpenGL 1.1, with some higher feature...
- Sat Apr 11, 2015 12:31 pm
- Forum: Programming Discussion
- Topic: KOS Texture memory management bug
- Replies: 7
- Views: 1395
Re: KOS Texture memory management bug
Right, I have previously considered the idea of a TMMU ( Texture Memory Management Unit ) software, that would basically keep texture memory defragmented each time a texture was removed. However, this means that each time a texture is deleted, every other pointer to VRAM could potentially be changed...
- Sat Apr 11, 2015 12:23 pm
- Forum: Programming Discussion
- Topic: Light appears to move with camera.
- Replies: 13
- Views: 2593
Re: Light appears to move with camera.
Jae686-
You never commented on my first reply.
I mention you set the Specular term when you should be setting the Diffuse term of the light.
Have you tried that yet?
You never commented on my first reply.
I mention you set the Specular term when you should be setting the Diffuse term of the light.
Have you tried that yet?
- Fri Mar 20, 2015 9:28 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Hm, not sure whether it's worth abandoning GL for that. Thanks again for your consideration! I am not abandoning GL 8-) DCE API was made to see how far I can push the DC, without conforming to the constraints of any specific API. It is not meant to replace OpenGL; it only performs a small set of cr...
- Tue Mar 10, 2015 11:16 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Hehehe, what happens when you point a flashlight at a portal? :P Fun aside, I assume this is using the FBO GL extension? Later in the video when you move the portal the portal's content seems to update only every other frame. Did you do this for performance reasons? What's the resolution of the tex...
- Sun Mar 08, 2015 10:06 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
About the light, you are right, I had the distance equation inverted in that test
This test from today demonstrates using a Render-To-Texture effect to help achieve a better looking Portal:
This test from today demonstrates using a Render-To-Texture effect to help achieve a better looking Portal:
- Thu Mar 05, 2015 10:42 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Teleports have been added. I have always wanted to see a Portal style game on DC
- Tue Mar 03, 2015 12:51 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Playing around with Collision Detection. Here I am experimenting with a Flash Light effect achieved through use of the Collision System. The Flash Light is a Ray that I trace in the direction of the Camera, until it hits a surface. This Ray trace could also be used for tracing projectiles; i.e. find...
- Fri Feb 27, 2015 11:50 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22062
Re: Quake 3 lightmaps - PVR Multi-Texture
Yayo. Just a Bump.
Added Collision Detection, and a Sky Box.
Still using multi-texture.
UTubeVideo showing some code and a run of the code in DeMUL:
https://www.youtube.com/watch?v=_d1vvYn1RvY
Added Collision Detection, and a Sky Box.
Still using multi-texture.
UTubeVideo showing some code and a run of the code in DeMUL:
https://www.youtube.com/watch?v=_d1vvYn1RvY
- Tue Feb 24, 2015 11:38 am
- Forum: Programming Discussion
- Topic: Dreamcast Lighting Engine With Bumpmapping
- Replies: 14
- Views: 2340
Re: Dreamcast Lighting Engine With Bumpmapping
A wise man once said that optimizing by hand before seeing if there's a performance problem in the first place is never a good idea. :wink: Well hey my hand-optimized lighting routine runs at 60fps with 3 active lights! However once you go above 7 or 8 64x64 bumpmapped quad mesh's then the performa...
- Tue Feb 10, 2015 5:06 pm
- Forum: Programming Discussion
- Topic: Hucast is looking for a coder to build a KOS based Framework
- Replies: 23
- Views: 3248
Re: Hucast is looking for a coder to build a KOS based Frame
It sounds like you are asking how to get KOS set up on Windows? At one point I was having issues getting things set up, so I created a thread here on the subject. I eventually got things working, and posted a how-to so others could see the step-by-step process at installing a KOS toolchain on Window...
- Tue Feb 10, 2015 2:10 pm
- Forum: Programming Discussion
- Topic: Hucast is looking for a coder to build a KOS based Framework
- Replies: 23
- Views: 3248
Re: Hucast is looking for a coder to build a KOS based Frame
Hi. I'm the Game Designer of DUX, Redux. I am now looking for a coder who can code a KOS based Framework for us. We'll need this Framework to port or game The Ghost Blad from PC to Dreamcast. We will do the port by ourselve but we need a Coder that has a clou about KOS, and using the GPU to display...