Search results

  1. L

    Gp32 3d Model

    Lights are heavier than texture mapping, so a game with textures and without shaders will run a lot smoother. If you want shaders and texture mapping, the polygons must be about 2000 per frame to have a relative good speed.
  2. L

    Gp32 3d Model

    Download it here: http://www.gp32spain.com/foros/showthread.php?t=17568
  3. L

    Gp32 3d Model

    This demo runs at 166Mhz.
  4. L

    Gp32 3d Model

    The demo draws about 16k ppf (polygons per frame) at 6 fps. If a game uses only 2500-3000 ppf it could run at 30fps with the same amazing visual quality, and even faster without lights (only textures). There are very few psx games that use more than 3000 ppf, so you can imagine what this...
  5. L

    Oooo.. F Day News!

    Well, if you are playing a game in an emulator and the GUI is semi-transparent you still can se the game stuff. Many games start with the scores only and then fade in the map. It looks to me like the scores of 1492. The girl is from SD-Snatcher, so can't be the water game, nosense to include...
  6. L

    Mame

    Actually, you can see it move. Just look at the red piece, there is a motion blur effect produced by the tft refresh and a slow digital camera... Ok, you can modify an image to show that effect, but It will be much work to just a simple tetris fake...
  7. L

    Mame

    Yes you are xD I saw the thing with my own eyes and it's as real as me and you. Take a look and this and think again: http://www.talfi.net/e107/e107_files/public/img_0086.jpg Pretty good to be PS, uh? :) And btw, who needs to use PS to have something in the screen? It's much easier to use one...
  8. L

    Mame

    SMCs can be written a limited amount of times, so saving shortens our cards' lifetime. This version does NOT emulate modern arcades, like System16, CPS1, CPS2, etc. That is not only because of the rom sizes, but 'cos of the slow speed also. For modern arcades the only solution are...
  9. L

    Gp32 Ii

    I think this image have been made by the same guy who designed the SP-like GP32-2, the style is very similar. Anyway, can someone just ask gamepark about this image? Maybe they can offer us a little clue... And... please, GPU, GPU, GPU, GPUUUUUUUUUUUUUUUUUUUUUUUUU :lol:
  10. L

    GP32 New 3d Rasterization Library Test

    That's not true, the complete model has more than 16k polys (Unai, you forgot the diaper :P ) For those of you who hadn't noticed... HE'S THE DANCING BABY!!! :D
  11. L

    GP32 Cel-shading In Gp32

    Thx, I'll do. I'm starting to learn software rendering today. Let's see if it worths the extra work... :)
  12. L

    GP32 Cel-shading In Gp32

    Woah, that would be really great! I'm sure that I don't have the skills to include it into my project, but I'm willing to learn from some real code. (just in case I can understand the algorithms :P ) The mail is locke.cole AT gmail DOT com Are you aardbei? In that case really good job. I didn't...
  13. L

    GP32 Cel-shading In Gp32

    OMFG!! :blink: If only I had the skills to make something as impressive as that... Is the whole demo written in assembly?
  14. L

    GP32 Cel-shading In Gp32

    Right now I dont have the skills to make a 3D engine better than Klimt, but I will try in the future, I'm really interested in learning how the whole thing works. BTW, about speed, this demo has 1000 polys in it, more or less the same than a full MGS level. It runs at twice the speed (even with...
  15. L

    GP32 Cel-shading In Gp32

    Yeah, a lot of people have told me the same thing . Maybe I'll leave it as it is now, but I would like to find the problem anyway... just to be able to do it again! xD
  16. L

    GP32 Cel-shading In Gp32

    Klimt is slow indeed. You can see the current speed of the code in MGS from the 16 days compo, although that code can be easily improved, but I didn't have the time. BTW, Klimt is OpenGL, so It can run in all plataforms with OpenGL or OpenGL|ES support.
  17. L

    GP32 Cel-shading In Gp32

    Yeah, I tried that but Klimt (the opengl |es open source version ported to gp32) doesn't have the glLineWidth function, so all lines are one pixel width and nearly invisible. Here is part of the code: glBegin (GL_TRIANGLES); for (i=0; i<model.polyNum; i++) { for (j=0; j<3; j++) {...
  18. L

    GP32 Cel-shading In Gp32

    Hi, I'm working in a cel-shading renderer for the gp32. It's almost done, but I'm having a problem when drawing the outlines. If anyone here knows about Opengl can be of a lot of help. To draw the border I render the same figure in black and with inverted culling. To determine the width of the...
  19. L

    16 Days Coding Competition Deadline Reached

    The GP32 doesn't have 3D processor, and all the floating point operations must be done on software, so just showing a few poligons on the screen is really a big job. Also this pick is very close up. With the camera a little further it should look better... but also it will have to move more...
  20. L

    GP32 Help Reading From Arrays

    No, didn't work. But I managed to fix the problem, I totally forgotted the memcpy funtion, which makes all the job on it's own... :unsure: Next time I'm sure I won't forget it xD Thanks
Back
Top