calc84maniac
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- Joined
- Mar 19, 2009
- Messages
- 332
Software rendering on my TI-84+SE is epic.
calc84maniac said:Software rendering on my TI-84+SE is epic.
This would be my latest one: http://www.ticalc.org/archives/news/articles/14/145/145336.htmlGod Ginrai said:calc84maniac said:Software rendering on my TI-84+SE is epic.
Have you made any games for it? (I see your sig) Also, have you ever worked on the TI-89?
-God Ginrai
initial idea of poll was "is ppl ok with software render?" so it's ok as it isskeezix said:Your poll options are incomplete; you miss at least "if it fits the app, its okay". ie: Not freak, not hater, just in between or 'as appropriate'.
jeff
i think i'm going to use "ray tracing" to each map cell in that part of map that player face. and knowing that even entire map won't be larger then 100-200 cells won't take much of a time to calculate visible and hidden cells. and after that i'll draw this cell's walls.Exophase said:One big thing you have a lot of freedom on is how you perform hidden surface removal. Scanline based with is a good idea - you can do this with span sorting or scanline depth buffer. I'd stay away from doing a framebuffer-wide depth buffer like a typical IMR would, because that'd totally eat L1 cache. For the same reasons scanline based is a lot better for alpha blending, if you decide to have that. A span based sorting algorithm could also handle blending w/o the need to sort the polygons scene-wide ahead of time.
calc84maniac said:This would be my latest one: http://www.ticalc.org/archives/news/articles/14/145/145336.htmlGod Ginrai said:calc84maniac said:Software rendering on my TI-84+SE is epic.
Have you made any games for it? (I see your sig) Also, have you ever worked on the TI-89?
-God Ginrai
And I mostly used my TI-89 for playing games.
well, probably you are right... but I'm actually never coded using openGL, i'm web programer and know only basic stuff about system coding so i decide to make really simple game in my free time just for fun and to gain some explulzfish said:Yeah... I'll tolerate software rendering, but if you're just drawing vector graphics, you could add OpenGL acceleration pretty easily and reduce the CPU load to like nothing.
On the Pandora it's just a waste to let the GPU idle while the CPU is running line-drawing algorithms that the GPU could do in hardware...
This would probably be a pretty good way to start then. Drawing lines in OGL is really simple, and would give you a good feel for the flow of hardware accelerated titles.GuchaRU said:well, probably you are right... but I'm actually never coded using openGL, i'm web programer and know only basic stuff about system coding so i decide to make really simple game in my free time just for fun and to gain some exp
Also i'm using free pascal for linux arm. I know it's pretty lame XD but this is my first game for win/linux ever
I'm good at php,mysql and such stuff (even coding browser online stratgy) but i know nothing about normal coding
GuchaRU said:well, probably you are right... but I'm actually never coded using openGL, i'm web programer and know only basic stuff about system coding so i decide to make really simple game in my free time just for fun and to gain some exp
Also i'm using free pascal for linux arm. I know it's pretty lame XD but this is my first game for win/linux ever
I'm good at php,mysql and such stuff (even coding browser online stratgy) but i know nothing about normal coding
Definitely checking that out. Edit: "The blue button controls the tanks. The green button toggles walls. Sometimes things are hidden under blocks." Lol blue, thanks calc84maniac.calc84maniac said:This would be my latest one: http://www.ticalc.org/archives/news/articles/14/145/145336.html
And I mostly used my TI-89 for playing games.