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Null Pointer posted:I've been working on a level editor for about a week. Is there a specific game it's targeting?
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# ¿ Jul 7, 2008 04:47 |
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# ¿ May 5, 2024 06:22 |
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Zaasakokwaan posted:What, like this?... Stuff looks like it goes a few pixels farther on the right than on the left. Fix this and somehow get the logo aligned with controls AND centered, and I'm sure that for that one brief second after it happens, the world will be a truer and more beautiful place. edit: oh jesus, it looks like it already happened.
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# ¿ Jul 8, 2008 21:06 |
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OneEightHundred posted:q3map2's approach is conceptually a decent idea: It takes polygons and chops them up until the light gradient is low enough, then spawns area lights from them. The approach I'm using is just faster because doing a scene render and running a big SIMD multiply/accumulate over it faster than casting a light by several orders of magnitude. What Q3 code base are you using as a base? IOQuake, CPMA, Vanilla? How much of it is left? I remember Carmack somewhere saying about how he wanted to modernize the renderer a bit by adding support for VBO's, etc for Quake Live, but he didn't in the end because of time (i think was the reason).
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# ¿ May 10, 2009 21:47 |
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Babbies first software renderer, uses GDI, a DIB section. It also has a really basic quake style console, and can load, draw, and scale bitmaps, which it uses for text drawing. It can't fill triangles yet though or load models, so I've just been copy pasting the model verticies / indicies. slovach fucked around with this message at 20:05 on Jun 28, 2010 |
# ¿ Jun 28, 2010 19:59 |
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I tried making munching sqaures for it but it's brutally slow because I suck code:
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# ¿ Jul 14, 2010 01:08 |
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I hosed my windows install and didn't back much of anything up so I ended up starting to rewrite my lovely software renderer for the last few days. Design is a bit smarter and a bunch of stuff is vectorized now like surface manipulation, the math stuff like matrix and vectors, and all the transformation stuff. It also actually has a proper timer so I can set / get the FPS... though it seems too high to get anything meaningful if I leave it uncapped in a simple scene at a low resolution. It hasn't regained the ability to draw lines yet but if you look carefully you can see the vertex pixels that make up my cube Click here for the full 676x340 image. It's actually less to look at than the first post I made on this because I had wireframe triangles working then... but this is totally more impressive in the underlying implementation of everything even if you can't see it. slovach fucked around with this message at 08:24 on Oct 15, 2010 |
# ¿ Oct 15, 2010 08:21 |
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I felt inspired and got wireframe back in Click here for the full 676x340 image. Next up is actual model loading so I can get away from this cube already and maybe stress it a little. edit: Testing out my new SSE transformation stuff. With no drawing, it plows through 1,048,576 verticies at about 12 fps. It's about 90%~ faster than the x86 version. Kind of ridiculous scaling, really surprised me. About 327,680 clocks in around 38 fps. I still have a lot of room for improvement. Maybe I'll look into threading stuff eventually, as well. slovach fucked around with this message at 09:34 on Oct 16, 2010 |
# ¿ Oct 16, 2010 03:30 |
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# ¿ May 5, 2024 06:22 |
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Optimus Prime Ribs posted:Maybe I'm just stupid, but how in the hell are you doing that in command prompt? I just give GetDC() the console window handle.
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# ¿ Oct 17, 2010 05:17 |