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Freebasic 3d renderer using tinyptc

Started by Stonemonkey, May 13, 2006

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Shockwave

Whoops! Sorry, I forgot that the font was 9*9!!
Getting 54 - 65 fps
P4 3.0ghz Radeon X300se 128mb, 512mb ram.
Shockwave ^ Codigos
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Stonemonkey

good framerate, there's not much in the way of optimisation atm.

Clyde

Wouldnt worry about optimizing it buddy, I wouldnt think you could. Fantastic work.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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Stonemonkey

I think I can make some improvements on it Clyde.

relsoft

That's some awesome and wicked render man!!!!

14 - 15 FPS here on my duron 750. :*)

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Shockwave

By the way, if anyone else wants to nab that font for their own prods, feel free and grab it.
Shockwave ^ Codigos
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Stonemonkey

#26
Made a few changes now and made it into a .dll. Still got loads of stuff i'm wanting to add but here's a slightly modified tunnel demo along with the files you need to use the dll as it is atm.

Some changes:
All texture/entity/world etc handles are now integers
Models now contain the object data instead of meshes, models can be used by multiple meshes to cut down on memory usage.
Added functions: text_to_texture,texture_offset,move_texture_offset,render_to_texture.

EDIT d/l removed, get updated version from later post

relsoft

Cool update!!! I like it when the texture got warped. :*)
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Clyde

Very cool and clever, btw im getting around 30 fps.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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Shockwave

Nice effect SM, loving the sunken cubes it looks much nicer than the first one, getting a fairly consistent 60fps here.
Shockwave ^ Codigos
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Stonemonkey

#30
Thanks rel and clyde, as i said before i'm planning on adding a lot more to this as well as speeding it up and if there's anything anoyone would like added feel free to make suggstions.

currently on the to do list:
vertex/texel alpha
entity heirarchy
shadows
methods to retrieve and modify entity/vertex etc info(coords and stuff)
scene blending/wipes
display buffer pixel operations

ah, you've posted before me shockwave, thanks and must look good at 60fps i just get around 35

Clyde

As a suggestion how about primitive creating. Like CreateCylinder, CreateSphere, etc.

What a cool to do list.

All the best matey,
Cheers - Clyde.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.


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Stonemonkey

Yeah clyde, stuff like that's pretty handy but would maybe be better kept outside the dll and instead in some sort of add in list of functions, as well as keeping the size of the dll to a minimum it would allow the programmer more control over stuff like how the cubes or cylinders are textured.  Keep the suggestions coming though.

Stonemonkey

#33
Alpha should now be fully working, got some of the shadow code in place but nothing to see there yet. Added a brush system so textures can be reused with differing properties. Starting to slow down a bit now tho.
Also the call to update the buffer to the display is now manual and it's possible to get the address of the colour buffer to read and write to before the update.

Maybe this should be in the work in progress forum.

Shockwave

The FPS has certainly taken a big hit here, it's running at about half the speed of the last version but the alpha is working perfectly and it is chucking a lot of stuff around so I guess that's to be expected. Looking cool.
Shockwave ^ Codigos
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Stonemonkey

#35
Managed to get a little bit of the speed back but not much (although can't be compared to previous now as the demo's changed a bit), and added the entity hierarchy stuff which i might still add to to give a little more control over. Thinking of starting something similar using opengl.

Rbz

I got 36 fps instead 16 from previous one, nice work  :)
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Stonemonkey

#37
Cool rbraz, thanks. Got the shadow system working now which probably needs a bit of adjustment here and there as i do some testing but on the whole it's working pretty well (with the exception that shading doesn't work on the alpha surfaces atm but i'll fix that).

One problem with the system and i can't see any way around it is that shadows can't be cast onto alpha surfaces which is a bit annoying.

Shockwave

I tell you what, that is really reall nice. The speed of the whole thing seems unchanged too so I guess that your optimisations did the trick.
Shockwave ^ Codigos
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relsoft

Cool update! faster too. about 10 FPS here from 2 FPS. :*)
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