GP32 3D?


Charge

Member
Joined
May 26, 2003
Messages
206
Age
45
Location
Croydon, England
Just out of interest, has anyone created or attempted to create a 3D engine on the GP32 yet? If so, how did you find it?
 
Yes, as a matter of fact Darkfader has made a 3D demo for the GP32, along with some resources to help you. I hope that helps! ;)
 
Bah, gp32news.com took the adic2002 releases offline

bastards

My demo should be up at pdroms.de as soon as kojo puts it online
 
Hmm, perhaps i should add some text about that,
well, when you extract the ZIP you will end up with a BPDemo directory, take everything inside that directory and stick it in GPMM
you should then have
gp:\\GPMM\DATA\\<lots of crap>
and
gp:\\GPMM\GPark.fxe

---
mithris
 
How many flat shaded polys and/or basic texture mapped polys could the GP32 probably render per second?

Could it do something like, maybe Virtua Fighter or Ridge Racer? Of course that's probably more work than anyone would bother doing for GP32...
 
Hard to tell how many flatshaded polys.. i haven't tested much actually, and the little i tested was awfully slow due to other stuff running at the same time,
but i guess 5-15k should not be impossible not 15k visible at all times but in the scene..
And it also depends pretty much on quality.

---
mithris
 
Thanks - got it working now :)

Goatpark Rocks... just one q - are those flowers realtime or pre-rendered? Wasn't able to make up my mind...
 
Which flowers?..:D there are lots of them..
But i think there was only one place they were actually moving, and that was the voxel thingy..
and thats realtime.

---
mithris
 
Truly 1337. I was wondering how you managed to pull off the voxel renderer. Did you code it from scratch, in ASM or C?
 
There were actually two voxels, first the flowery thing was a standard voxel.. slow as hell though.
And the other voxelthingie was the goat in the end(yes it's supposed to be a goat) that is a true 6DOF voxel object, made of approx 30,000 voxels.
It's actually a octree which i cast rays into.

When i think about it.. it's actually 4 different raycasters in the demo..:/ waste of code..

Ofcourse i wrote it from scratch..:D
except the modplayer, which is chn's (thanx for a great modplayer btw)
Most of the code is C++ there is some asm snippets here and there were i felt it could do any good.
I've been thinking about perhaps releasing the code.. but i'm to lazy to document it.



---
mithris
 
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