Hi everyone! I recieved my gp2x two days ago and I absolutely love the thing it does everything I could ever want and if I didnt have 1 dead pixel on the screen it would have been perfect,lol now that I have it I want to get right on coding for the various games( mostly 3d ) to this wonderful handheld. As the system has major bottlenecks I will be designing the renderer to render as efficiently as possible while hopefully being able to generate dynamic worlds such as some of my games require. I would like to outline some ideas I have and would like to know what you guys think and would like to here your suggestions. again these are just ideas for optimization:
-eliminate the use of the y axis for games that don't require it(ex: doom) less math as I will use 3x3 matrices.
- disable looking up and down for the same reasons as doom
- Utilize blitter for faster fill rates as this takes the most processing power.
- octree and frustrum culling
- polygon partitioning which is basically a simple subdivision of the floor polygons which only fills the section of the polygon that needs to be filled(experimental in another renderer of mine)
- vertice duplication and 2d geometric transformation which is another experimental system of mine which basically transforms all coordinates on a 2d plane and then uses a set of instructions to project the coordinates in 3d by vertex duplication. Ill post a little more on this later.
- utilize second core for tasks such as rasterization and Transform and lighting.
This is all of the stuff that I can think of for now. As I am planning on writing this from the ground up planning is key. So if anyone has any ideas feel free to share.
-eliminate the use of the y axis for games that don't require it(ex: doom) less math as I will use 3x3 matrices.
- disable looking up and down for the same reasons as doom
- Utilize blitter for faster fill rates as this takes the most processing power.
- octree and frustrum culling
- polygon partitioning which is basically a simple subdivision of the floor polygons which only fills the section of the polygon that needs to be filled(experimental in another renderer of mine)
- vertice duplication and 2d geometric transformation which is another experimental system of mine which basically transforms all coordinates on a 2d plane and then uses a set of instructions to project the coordinates in 3d by vertex duplication. Ill post a little more on this later.
- utilize second core for tasks such as rasterization and Transform and lighting.
This is all of the stuff that I can think of for now. As I am planning on writing this from the ground up planning is key. So if anyone has any ideas feel free to share.