MadDog
Member
This is the proof of concept version of my engine, the 2005 project may not work as it relies on some bits i've added. The first proper version of the code will ship with all this. Just wanted to post my first working version of the code. The API is almost there, although as i'm entering beta it will prob change.
I've also included a built version of my test app.
My 3d rendering is a bit lacking as it was all pulled apart for the transition of the rasteriser to the 940. I'm going to be doing the T&L on the main CPU, its where my math lib is so feels the best place, the 940 will become my 2D raster chip although I call it a GPU.
Its all unoptimsied so don't expect amazing asm code.
For beta i'm going to add / fix
Polygon rendering - Textured and untextured shading.
Removal of the std libs with calls direct to the OS as with the demo codebase, the exec is 1.2 megs!!! I'm hoping this will deal with this issue.
Frame buffer enlargment to 512x240 so that address calcs are one instruction. "orr address,x,y lsl 9"
Sound API.
K9.zip
cube.zip
I've also included a built version of my test app.
My 3d rendering is a bit lacking as it was all pulled apart for the transition of the rasteriser to the 940. I'm going to be doing the T&L on the main CPU, its where my math lib is so feels the best place, the 940 will become my 2D raster chip although I call it a GPU.
Its all unoptimsied so don't expect amazing asm code.
For beta i'm going to add / fix
Polygon rendering - Textured and untextured shading.
Removal of the std libs with calls direct to the OS as with the demo codebase, the exec is 1.2 megs!!! I'm hoping this will deal with this issue.
Frame buffer enlargment to 512x240 so that address calcs are one instruction. "orr address,x,y lsl 9"
Sound API.
K9.zip
cube.zip