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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Thu Jul 03, 2003 2:20 pm    Post subject: first real Oblivion screen in 3 months [quote]



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]
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Thu Jul 03, 2003 4:48 pm    Post subject: [quote]

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

PostPosted: Fri Jul 04, 2003 3:01 pm    Post subject: [quote]

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
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Fri Jul 04, 2003 5:15 pm    Post subject: [quote]

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

PostPosted: Sat Jul 05, 2003 12:00 am    Post subject: [quote]

ah damn, thats too bad, but dont worry, this one is waaaay better, and ive got instructions in the readme for win ME/XP users so they can run it too >D
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Sat Jul 05, 2003 12:52 am    Post subject: [quote]

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

PostPosted: Sat Jul 05, 2003 2:22 am    Post subject: [quote]

Haha, that does look like he's being thrown out of a bar or something...
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PostPosted: Sat Jul 05, 2003 2:34 am    Post subject: [quote]

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

PostPosted: Sat Jul 05, 2003 3:19 am    Post subject: [quote]

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
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Sun Jul 06, 2003 1:35 am    Post subject: [quote]

Quote:

Corrective texture mapping is damn near impossible in qb, especially in such a high-poly environment


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 ^.^


.

Regardless, I still love the way it looks so far!
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