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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Thu Jul 03, 2003 2:20 pm Post subject: first real Oblivion screen in 3 months |
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there is a test swimming animation the player is doing as you move around the city
this is the first main environment of the game, right now im working on an outside desert-valley and a forest
in 320x240x32bit color, with the view dist set to minimum, in first person mode, with detail set to low, and FOV clipping set to weak, i get 30fps
in 320x240x32bit color, with viewdist set to high, in chase cam with detail high, and FOV clipping set to very strong, i get 10fps (which still runs pretty damn smooth) >D
there will be a demo out soon >)[/img] _________________ http://www.thehideoutgames.com
http://syn9.thehideoutgames.com
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Thu Jul 03, 2003 4:48 pm Post subject: |
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I hope you can optimize it a little more... oh, have you seen the 3D engine in UGL? Future.lib can't hold a candle to UGL...
http://forum.qbasicnews.com/viewtopic.php?t=3233
You need something like VDMmusic or something for the music to work (works for me) and then allow it to use EMS.
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Fri Jul 04, 2003 3:01 pm Post subject: |
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yea, blitz' thing is pretty damn cool though only displays bout 1/5-1/6 the polies at a time that mine does, but its still muuch faster, id imagine the secret to the is in its simplicity. unfortunately, the main ways to increase performance out of my engine require a lot more memory cache, and with a city of 10,000 polies, i dont even store each vertex' x/y/z coor, which itself would take up 30-90,000 singles. and this is qbasic, heh, that speaks for itself >D
what i really need to do is write some asm routines for some of the really simple routines that are called a few hundred thousand times, heh _________________ http://www.thehideoutgames.com
http://syn9.thehideoutgames.com
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Fri Jul 04, 2003 5:15 pm Post subject: |
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Yay! I've been waiting to see what you'd do with Oblivion. I was kinda shocked when you jumped from isometric to full 3D, but I see the low-poly look actually doesn't come out bad at all.
The last demo (with the ship and city and all that) never would run on my system, which was a shame since I really wanted to chek it out :(
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Sat Jul 05, 2003 12:52 am Post subject: |
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Any plans to do perspective-corrected texture mapping? I see the textures begin to warp when they get near the camera, so you must be using affine mapping ^.^
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Sat Jul 05, 2003 2:22 am Post subject: |
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Haha, that does look like he's being thrown out of a bar or something...
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Guest
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Posted: Sat Jul 05, 2003 2:34 am Post subject: |
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Sirocco wrote: | Any plans to do perspective-corrected texture mapping? I see the textures begin to warp when they get near the camera, so you must be using affine mapping ^.^ |
Corrective texture mapping is damn near impossible in qb, especially in such a high-poly environment
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Sat Jul 05, 2003 3:19 am Post subject: |
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haha, it does look like that!
well, you could do perspective correction, but itd have to re-write the texture mapper asm code to go along with the ingame perspective ratio, which would be a bitch, and i'm not that skilled hehe>D _________________ http://www.thehideoutgames.com
http://syn9.thehideoutgames.com
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Sun Jul 06, 2003 1:35 am Post subject: |
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Corrective texture mapping is damn near impossible in qb, especially in such a high-poly environment
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With a little ASM it'd still be slower than affine texture mapping, but not enough to significantly affect the frame rate on a modern system ;)
The difference is all in a bit of inner-loop math, meaning that if you have the CPU cycles to spare, it's anything but impossible ^.^
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Regardless, I still love the way it looks so far!
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