Fonzie
Moldy Popcorn
h?h
Posts: 31
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Post by Fonzie on Jun 15, 2004 12:44:57 GMT -5
Hi, devster, i'm sure that this will interest you: www.theteahouse.com.au/gba/files.htmlSince you can manipulate 32x... Its a open source 3d engine 100% software based. It runs cool on the GBA, so imagine on the 32x (even using only one SH2). What do you think about that? Bye Fonzie
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jun 15, 2004 13:48:12 GMT -5
damn, i saw the screenshots and those are nice. i think the games made by sega that used 32x were just too underpowered or something, the sh2, i mean 2 sh2's can certainly do better than that.
only thing i hate is going back to gcc and compiling the binaries for the 32x x.x
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Fonzie
Moldy Popcorn
h?h
Posts: 31
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Post by Fonzie on Jun 15, 2004 14:52:44 GMT -5
So youre interrested? I'm 100% sure that only 1 sh2 is able to do more than the GBA... Using 1 sh2 for the 3d render and the 2nd one for the game program.. >only thing i hate is going back to gcc and compiling the binaries for the 32x x.x You arent able actualy to use GCC? Its a cool compilator. I'm sure that a sh2 C version exist. So? Bye Fonzie
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Post by GiGaBiTe on Dec 18, 2004 1:12:51 GMT -5
that looks like it would run really slow, even if you had both sh2s doing the rendering.
you could probably make it faster if you handed the game data off to the 68000.
but that engine is really buggy and slow, it would need alot of work to make it do anything good, while not bugging out.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Dec 26, 2004 13:49:07 GMT -5
i really dunno how slow it'd run
there are millions and millions of gba developers, like every person on the net is a gba developer =). i think when i do this secret release, more people will get into 32x development, and someone will do the 3d libraries for me =P
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Post by GiGaBiTe on Jan 12, 2005 4:15:26 GMT -5
i wonder if there is a way to do SLI (scan line interleave) with both sh2s.
basically each sh2 would take turns drawing lines on the screen, like voodoo2's did.
example
line1: sh2 #1 line2: sh2 #2 line3: sh2 #1 ect
that just leaves you with what cpu to run the game code. could probably use the 68k, but by the time you had a complex rendering system like that going, it would be a programmers nightmare.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jan 13, 2005 20:55:26 GMT -5
lomfg that's one hella good idea =D
before i already have started to use the master sh2 for polygon rendering and culling and etc. i then used the slave sh2 for all the matrix math. i have 1% of that done already =), even coded in c too. i might just also steal someone else's code and just port it to the sh2s =P, but i'll definitely see what i can do with one cpu doing even lines and the other doing odd lines
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Post by GiGaBiTe on Feb 5, 2005 3:22:29 GMT -5
any luck with SLI mode on the sh2's? or is it something that takes a long time to do the calculations for?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 8, 2005 20:04:38 GMT -5
haven't started yet =P
most of my time has been spent working on the devster noise machine, quick rpg maker, and baking tsops x.x
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Fonzie
Moldy Popcorn
h?h
Posts: 31
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Post by Fonzie on Feb 13, 2005 11:03:17 GMT -5
Well, i replayed the GBA yeti 3d demo... Seems to be 100*80px rez @ 15fps... So, yes, it wont run more than 40fps on 32x keeping the same rezolution... Maybe we should keep the flat shaded polygons? Using the FBuffer Fifo (to draw the lines of shaded pixels) it might be possible to render great looking things @ decent frame rate. Cause texturizing is cool but, in some cases, the shading looks better... For exemple, VirtuaRacing still looks cool... I'm not sure its the case for daytona usa... If we can shade polygons on vituaracing, just imagine the result ... With shaded polygons its easy to make flat filling too (not shaded) on some parts of display to make very kitch things.... For exemple, shading only car models and keeping the race not shaded... The thing to add too in the engine, is a sprites stamper (to put 2d objects).. So we can make a great rpg or something like that... What do you think?
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Feb 13, 2005 15:55:56 GMT -5
XD, i gotta have tetxures lol =P. if drawing polygons with textures are slow (even with the culling), i guess filled polygons will have to do. shading is cool, but it makes drawing a whole lot slower. i'd say that shading is more inportant than textures because shading is what give the actual feel of the 3d and makes it feel dynamic like the "real thing". i'm no big fan of exploiting the hardware though. we'll see when i start the project
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Fonzie
Moldy Popcorn
h?h
Posts: 31
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Post by Fonzie on Feb 13, 2005 17:37:07 GMT -5
>XD, i gotta have tetxures lol =P. if drawing polygons with textures are slow (even with the culling), i guess filled polygons will have to do. I seriously prefer pimps flat polygons as gorky texturized LOL. >shading is cool, but it makes drawing a whole lot slower. I'm pretty sure you can use the 32X vdp fifo + fifo bias to quiqly fill shades... >i'd say that shading is more inportant than textures because shading is what give the actual feel of the 3d and makes it feel dynamic like the "real thing". Yeah, in the Zyrinx demo the polygons are shaded+texturized LOL. Shaded is cool, that is why i was thinking about a option to select Flat or Shaded (and why not, texturized ). >i'm no big fan of exploiting the hardware though. we'll see when i start the project Yeah, i'm rather fan of the segacd one ... I'm pretty sure we can make a cool "a la" bcracer game... But 32x have not many games!
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Post by GiGaBiTe on Feb 13, 2005 21:20:45 GMT -5
i read somewhere deep within the beast of segas website that the 32x could do 50,000 texture mapped polygons a second @ like 30 fps. but all of the games i have seen run pitifuly slow (darxide) when displaying more than 50 polys. now either the devs of the 32x games were idiots, or sega was lying.
and if the games were using one sh2 for the game and the other for the rendering, and still could make 50,000 polys, shouldnt that double if you use SLI mode to render everything, and make the game run off the genesis as not to bog down the sh2s with game data?
i know! lets make unreal tournament for the 32x! with its 512x512 textures and in OpenGL also. hmm, can anyone say .4908754 fps?
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Fonzie
Moldy Popcorn
h?h
Posts: 31
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Post by Fonzie on Feb 14, 2005 11:10:53 GMT -5
;D >i read somewhere deep within the beast of segas website that the 32x could do 50,000 texture mapped polygons a second @ like 30 fps. Ummm, yep probably... But by software... there is no hardware to draw polys, unfortunately... In darxide, the game is suposed to run @ 60fps with 200 polys per frame... 200*60 = 12000, thats pretty cool... In virtua racing, i think there are more than 1000 polys per frame > 60000 per sec. >the game run off the genesis as not to bog down the sh2s with game data? Well, the problem is that you can't really communicate between 32x and md... The only method available is to use one of the 2 dma channels available on one Sh2 and to run a dma from md to sh2 but i'm pretty sure its hard to perform for a game... The other method is to communicate with the framebuffer ^^. The idea is not to make a quake, the idea is to make games like "Fell the magic", "dune2", gta or other... Anyway, assuming the timing's table... running a code to draw on 2 sh2's is a bit a waste of time... Unless youre the the 4KB buffers god .
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Post by GiGaBiTe on Feb 15, 2005 4:40:22 GMT -5
darxide runs like ass on an overclocked sh2. i think they cant code if their life depended on it.
23.5 x 2 = 47 MHz
i had the rendering sh2 running at double speed, and before everything went out of sync, the game lagged horribly as you approached the moon.
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