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Messages - SnooPI

#256
 :D Very good and nice example Erico.
#257
Indeed, recompiling the source code could be a good idea, but my code will not be portable from one version to another  :(
Moreover, it's unfortunate that memory allocations are static and not dynamic (no difference between a cube or a complex object) and I guess it's the same for all other resources: sprites, sounds, ... 

For now I think I will dynamically allocate / deallocate objects in real time in my program (trying not to have too much slowdown).

Thanks for the confirmation Spacefractal.
#258
Yes  :(

By cons, you are right in my test program it's not 4096 but 4224 the max  :D  :S 

I'm going to bed, this bug gives me a headache :sick:

Thank You Hemlos.

#259
Hmm, I think you didn't understand the problem, but perhaps I'm poorly explained.
While you were answering me I wrote a modification in my first message, maybe it's clearer no?

If you exceed the number of 4096 objects in your program, your program crashes completely.
#260
My engine is really optimized for software, but if it interests you (and maybe others), I would make an opengl version of my 3DS loader / renderer.
But not now because I have a problem with one of my projects (see the bugs section).
A problem that could also affect this future 3DS loader ;)

Thank you for moving the topic.
#261
Normally, GENX_OBJ() only returns -1 if there is not enough memory but that is not the case.
It seems that GLBASIC don't allow more than 4096 3d object.

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EDIT
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In fact, the GENX_OBJ()  function gives 4095 at the beginning and decreases with each call, it has nothing to do with the memory, this function is probably just in relation to a memory array of 4096.
It is very restrictive that the maximum number of objects is not related to the available memory (as the help says), but only with a precalculated memory array, because a 3D world can often contain more than 4096 objects  :(
#262
Very very interesting project (in purely GLBasic so very portable)

I hope you're still working on it, it's really good  :good:
#263
The code has a lot of INLINE functions, moreover, because of the function mem2sprite (or its faster equivalent but still too slow), this little engine is really not interesting :(

Your viewer is awesome! With a beautiful GUI  :good:

Ps: I saw that the topic about your viewer was in the Beta Tests section, I think this topic should also be included in this section.
Could you move it to this section? Thank you Hemlos.
#264
Thanks Erico  :good:
But I gave up this software engine because of this function (although if I just finished, for the fun, a version with textures and lightmaps), maybe I'll come back to it one day ;)
#265
For those who are interested, it's a shader for Blender, everything is explained here :
http://www.cgchannel.com/2015/02/this-free-blender-shader-turns-3d-models-into-pixel-art/
#266
Yes of course. In fact, I was thinking about textures, there isn't really any interest.
By cons you're right, it's very interesting to convert a 3D rendering in pixel art, like this beautiful example in Blender :

#267
It's not really the problem. As I said above, without this function, and therefore without the use of opengl, I go from 50 to 320 on my very old PC (probably +1000 on your I5 without this function).
An option to completely disable opengl and provide only a framebuffer would be fine (even if we can't use the 2D and 3D graphics functions after that).
For example, using this type of library:
https://sourceforge.net/projects/pixeltoaster/

In the future, the options to choose its graphics module (opengl, opencl, directx, vulkan, metal ... or none) would also be interesting to have a program perfectly suited to the chosen platform.
But this is much more complicated and requires the help of Master Kitty =D

Thanks dreamerman for your test  :good:
#268
Perfect for a retro 2D game  :good:
But I don' t see too much interest in 3D O_O Even for a retro 3D game (but I'm wrong maybe).

Thanks Mentalthink.
#269
500? ... New record!  :)

Yes mem2sprite is quite slow, I use the opengl function glTexSubImage2D which is much faster (but not enough and with a lot of differences depending on the chipsets).
Qedo has created a similar (and more flexible) version than mine here:
https://www.glbasic.com/forum/index.php?topic=11107.0
#270
Awesome ! A real help for my future best seller on steam  :good:
I sincerely believe in GLB, there is a real demand for retro-gaming.
Just make a new generation of retro 2D game but also in 3D, the fun and just that!
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Yes Atari ST can make a perfect vertical scrolling  ! 
https://www.youtube.com/watch?v=gC4C5DJPOxA
And also a perfect horizontal scrolling !  :)
https://www.youtube.com/watch?v=Dp3nLGu5Wv0
Steve Bak Return !  :good: