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Messages - spitfire

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1
Purebasic / Re: Sync V2M Music 2 GLSL Shader
« on: May 08, 2020 »
Screenshot looks cool, unfortunately the graphics dont run here (the music does play).
Nvidia 1050 GT laptop.

Ah I had to right click and make it run with ndivia card, it was defaulting to integrated intel graphics. Now it works! ( still, my integrated card should support opengl too).  Nice effect! I like the water-like shader and the vignette background is nice attention to detail.

2
General chat / Re: Isolation crew, sign off
« on: May 08, 2020 »
I didn't know you bodybuild Inc.

Try out these high resistance Calisthenics type exercises that you can do at home without equipment:

handstand pushups against a wall
Pullups
Nordic hamstring curls (I use a strap around ankles and some kind of bench/door)
Pseudo planche pushups
shrimp squats


3
General chat / Re: Merry Xmas
« on: December 31, 2019 »
hah awesome prod and thanks for the christmas boxes ;-) Merry christmas to you too and happy new year!

4
Yep thanks rbz!

5
Purebasic / Re: [DEMO] Tiny OldSchool Demo N1
« on: November 01, 2016 »
Good job the first ones the hardest! (not that I would know)

6
I enjoyed it

7
Nice 'execution'  :clap: You could also make a game of this. Reminds me of a game we used to draw on paper when I was little where youd have lots of traps and piranas and things going down some tunnel a guy had to fall into.

8
This is great! I always wanted to make a demo that shows the guts of how the effect is done, like how you did with the depth maps.

9
Nice art skills rbz, krita is pretty cool :) I'm also learning digital painting. Are you using any tutorials?

10
Yay!   :clap:  :stirrer:

11
Inc I also find my fulllscreen FPS are way less than in windowed mode, not sure why. Im using directdraw 7, it should be faster in fullscreen shouldnt it?

Thanks Hellfire, thats a lot of fps! I think I should put together a more realistic scene first before I end up optimizing the wrong thing. I seem to spend a lot of time in the vector [] operator. Plain arrays would surely not make a difference?

My plan is to:
fix clipping bugs
fix camera movement bug
fake phong+gaurad+environment map + sky box
zbuffer in a 50k polygon scene with overlaps

then optimize  :cheers:

12
General chat / 403 forbidden
« on: June 28, 2016 »
Every now and then when I visit dbf for the last month or so I get these 403 forbidden errors. They go away once I log in, but someones I cant even get past the login screen. Is it happening to anyone else?  Im connecting from outside europe if it matters.

13
Well spotted Stonemonkey. Yes I have fixed that code since, but that part was still lying in the fixed point version so thanks for pointing it out.

Thanks for testing inc. What fps would you expect for this scene?

14
Oops, I guess you don't have 640x480 native mode

15
Hey thanks Stonemonkey. Thanks for the tip, I think I'm doing that already.



I finally fixed it. What a milestone for me! The texture mapping is working correctly now in floating point and fixed point mode.

The last problem with the messed up picture I posted was because I was multiplying my u,v coordinates in fixed point with the texture width/height before interpolating and it was leading to overflow of the 32 bits. Now I leave the maximum values at 1<<30 (in fixed point) and then divide by the texture size instead of multiply, so theres no overflow. I actually do a bit shift so its even faster. Then I just scale it when I convert back from fixed point to integer.

The other tricky thing was adding 0.5 to the final texture coordinate in this scaled fixed point format ( ((FIXED_POINT_MAX/textureWidth)/2) / (FIXED_POINT_MAX/textureWidth) ), because without it texels are selected right on the edge of a texel. That leads to bouncing texel edges because the  original coordinate of an individual texel may be something like 0.00003,0.00001 (uv coordinates) and certian floating point values cant be represented accurately in binary. Selecting from the middle of the texel by adding 0.5 (texture coordinates) to everything gives it 0.5 texels of breathing room to be inaccurate

Now I wish I had a nice lightmapped model to show it off with. It's a bit faster too now, I'm getting 170 fps in 640x480.

16
Hmm you may be on to something Shockwave, maybe I should work in a different industry to be more productive at demos :)

17
General coding questions / Re: Amiga coding
« on: May 17, 2016 »
Hey thanks guys!

Hi Rbz thanks to your links I found this winuae demo toolchain http://www.pouet.net/prod.php?which=65625 which even has launchers from visual studio and bootloaders!
I couldn't get it to work at first then I realised you have to copy some stuff from the kickstarter roms and workbench files (as it says in the readme :P)

Hi Hellfire I want to do OCS stuff, do you think my software rasterizer could run on that, if its just a few polygons?
Btw awesome demos!

18
Purebasic / Re: Demo Test
« on: May 13, 2016 »
Still black here.

19
Purebasic / Re: Demo Test
« on: May 10, 2016 »
Screenshot looks cool but I only get a black window on my nvidia quatro k620m. But lets face it, its not the best card :P

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