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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Tue Dec 09, 2003 8:25 am Post subject: re-creating seiken densetu 3 environments in 3d |
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to help me get ideas on how to do the environments in my games, check this out
SD3
Generation Olympia [ripped som textures]
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Spearor Pretty, Pretty Fairy Princess
Joined: 21 Jun 2003 Posts: 7
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Posted: Tue Dec 09, 2003 10:35 am Post subject: |
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that's looking really neat, and your still also using qbasic right? _________________ Creating a World.
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Tue Dec 09, 2003 10:53 am Post subject: |
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Looks really cool! Reminds me a little of that UCT2 project. _________________ http://www.weeaboo.se
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akOOma Wandering Minstrel
Joined: 20 Jun 2002 Posts: 113 Location: Germany
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Posted: Tue Dec 09, 2003 8:31 pm Post subject: |
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Whoa..that's awesome. That's the future of QB RPGs. It looks so cool _________________ Keep on codin'
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Just another post to increase my rank...
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Wed Dec 10, 2003 1:23 am Post subject: |
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HOLY DAMN!
i managed to make a 3d engine that can pull more than the 1000 polies that i've never been able to break, this engine maxing out at 5000, and when its zoomed in on the player, it still runs ~20-30fps [p3 550] >D
wow, damn i think i need to change my pants... jesus, heh >D
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Dec 10, 2003 1:31 am Post subject: |
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In my opinion it would have a future if coded in C. That way it would be portable to many architectures/operating systems and also run at a decent speed. It looks awesome though!
I thought about porting it, but I see it's 1500 lines of code. Quite a lot of work, and some QB constructs might be a bit hard to port (I have no experience with porting QB to C, just experience in both languages). The QB version get's only 5-7 fps in my emulator on a 2 Ghz machine, while it can play Diver Down quite fine.
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syn9 Wandering Minstrel
Joined: 31 Aug 2002 Posts: 120 Location: USA
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Posted: Wed Dec 10, 2003 1:55 am Post subject: |
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wow, yea, thats true, though i wouldnt have any idea where to start to code it in c, in an ideal condition, id like to find someone who can rewrite it for GBA, as of right now, the engine is almost complete with pretty comprehensive design docs, now working on environments and sprites
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Wed Dec 10, 2003 2:13 am Post subject: |
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Heh, that's a brutally effective presentation for QB; and overall looks very playable to boot. Niiiiiiiiiiiiiiiiiiiiiiiice ;)
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Wed Dec 10, 2003 3:51 am Post subject: |
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Wow. Fantastic. Although- porting it to GBA would probably not be worth the efffort- it would be too slow. You might want to think about Dreamcast or PS1 porting though- since it is more of a possibility of getting higher frame rates.
I could help you port it to C if you would like. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Dec 10, 2003 4:04 pm Post subject: |
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So we could make it a shared effort? If syn9 would tell us what the stable parts of his code are, we could start on those. It'd be mostly a 1on1 port, which could help syn9 learn some C as well. :-)
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Fri Dec 12, 2003 11:56 am Post subject: |
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I have some good C soft polygon routines if you want them. (LGPL) Be glad to just help, too, but between mandrake and bjorn i'm sure you're set there.
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Fri Dec 12, 2003 2:24 pm Post subject: |
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As of now, it seems FlingMaster had already started and he's almost done with the graphics part now. We're planning to make a shared effort in getting scripts and other stuff to work. The project might be on SourceForge soon.
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Fling-master I wanna be a ballerina!
Joined: 12 Jan 2003 Posts: 27 Location: Sunderland Ontario, Canada
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Posted: Sun Dec 14, 2003 6:54 pm Post subject: |
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Ok... here's the initial C port that I've been working on. During the past 2 days I've done barely any work on it so I figured that I might as well release it. It includes the source code so you can mess around with it if you like. It makes use of Allegro so you will of course need that if you want to compile it.
http://www.flingsoft.net/goengine.zip _________________ RPG-Dev.net
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Sun Dec 14, 2003 11:15 pm Post subject: |
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The fade-in effect goes with 4 fps... but after that it runs between 160 and 230 fps (up to 390 in the upper-left corner)! C rules QB! :P
Oh, and the QB version ran on between 30 and 50 fps.
But still great work syn9, and Fling on the porting
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