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Messages - ponut64

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Project announcement / Re: Sonic Z-Treme
« on: October 20, 2018, 05:50:11 am »
That's really cool. I am at least familiar with how levels are made via BSP via UnrealEd.

... that doesn't mean anything, but the ability to make levels in such a way is a large benefit.

Jo Engine Wish List / Re: Object library
« on: October 19, 2018, 09:32:28 pm »
Those are abstractions of creating sprites, defining a location, and so forth yes?

If so, you can create those yourself.

Here's an example of how that looks in 3D:

Code: [Select]
void	stuff2(Uint8 entity_number, Sint16 loc[XYZ]){
jo_3d_translate_matrix(loc[X], loc[Y], loc[Z]);
display_ztp(&entities[entityNumber], false);
To remove that, you set up a condition wherein it is included or not included in the runtime.

Of course you want things structured a little differently, but know this:
Much of your object data is the textures and model data itself, which is already contained and can be referenced and edited.
There are also jo_sprite and jo_vector data handlers that you can integrate into your ideal concept of "jo_object".

What I read below like "jo_create_object" and "jo_delete_object" are structured as if console commands to be used in runtime and run only once.
The "run only once part" complicates the structure of your code as what you are presently working with in jo engine is a giant loop.

You might also be confused by how to organize your matrix, but I'm sure you can figure that one out with trial and error.

Nova and Mednafen cannot be trusted. (Especially Nova!)
If it works correctly in Bizhawk, SSF, and Yabause, it probably also works correctly on real hardware.
I do not know what else to tell you.

How do other emulators behave? (Bizhawk and SSF)

And if it ever appears, it is clearly getting into memory.

About you / Re: aye
« on: September 14, 2018, 11:39:11 pm »
Cool. Don't be afraid to ring us if you're confused about something.

Project announcement / Re: Sonic Z-Treme
« on: September 11, 2018, 04:18:34 am »
That is incredible; encroaching the limit of the system and still getting performance.

Project announcement / Re: what p64 does
« on: September 07, 2018, 08:43:36 am »
In stumbling about with true box-to-box collision detection (rather than only points), I stumbled on an alternate way to test a point against a normal.
It's helpful to share this, because it's basically 16-bit.

Code: [Select]
Sint32	pt_col_plane(Sint16 planept[XYZ], Sint16 ptoffset[XYZ], Sint16 normal[XYZ], Sint16 offset[XYZ])
//Using a NORMAL OF A PLANE which is also a POINT ON THE PLANE and checking IF A POINT IS ON THAT PLANE

//the REAL POSITION of the normal, which is also a POINT ON THE PLANE, needs an actual position. WE FIND IT HERE.
Sint16 realNormal[XYZ] = {normal[X] - offset[X], normal[Y] - offset[Y], normal[Z] - offset[Z]};
Sint16 realpt[XYZ] = {planept[X] + ptoffset[X], planept[Y] + ptoffset[Y], planept[Z] + ptoffset[Z]};

Sint16 pNn[XYZ] = {realNormal[X] - realpt[X], realNormal[Y] - realpt[Y], realNormal[Z] - realpt[Z]};

//The NORMAL of the plane has NO REAL POSITION. it is FROM ORIGIN. We use the normal here.
//If the dot product here is zero, the point lies on the plane.
       //The dot product being negative or positive can be used to determine whether the point has passed the plane.
Sint32 dot;
dot = vectori_dot(pNn, normal);

return dot;

If you're wondering what else I would use, its separating axis theorem, which while simple to explain is much more verbose in code so I'll not go into that much more.

Project announcement / Re: what p64 does
« on: September 06, 2018, 02:20:16 am »
1. I've never developed software before.
2. I've never programmed in the C language before. I did have some training courses on C# and C++ in Microsoft Visual Studio, but this did not output an executable.
3. I've never made development tools before. As I see it this is the true mark of a game development programmer. XL2 and Jo made the development tools.
4. I have had experience working in Unreal Engine, Torque, CryEngine, and TRIBES before as either making simple mods or making maps. Never finished anything but relatively simple maps.
5. My 3D modelling experience comes from making 3D printed objects, such as detailed figurines or mechanical objects. Like, for instance, an entire computer case.
That is a vastly different field because there one is required to make a manifold object. Video games carry no such requirement and often non-manifold objects consume less polygons.

6. As far as what game to make, my philosophy is what I can program is what should define what I can and will make.
Following that, I am going to do testing as far as I can until I feel as if I have programmed enough mechanics to make a satisfactory video game.

7. I work slowly.

Project announcement / Re: what p64 does
« on: September 02, 2018, 06:05:41 am »

Project announcement / Re: Sonic Z-Treme
« on: September 01, 2018, 01:25:18 am »
If people are stupid enough not to figure out that you can just bind the D-pad controls to an analog stick (or actually just use analog control), then perhaps you don't want them to like your game anyway.

Besides, I have a high opinion of the Saturn's D-pad for 3D games. It isn't anywhere near as bad as a PlayStation D-pad, and its better than most modern D-pads. It's one downfall is diagonal inputs aren't perfect.

(I realize just about nobody is actually using a Saturn controller for the game)

Project announcement / Re: Sonic Z-Treme
« on: August 23, 2018, 09:35:46 am »
Great stuff !

I imagine the fisheye effect might have a small effect on texture warping? If the projection plane is not reduced in size and is merely closer to the camera, the vertices would have a little more space to go off camera before they started injecting you with LSD.

Project announcement / Re: what p64 does
« on: August 21, 2018, 04:23:46 pm »
There was never any delay.. it was just the capture device being the garbage it is...  ::)

Project announcement / what p64 does
« on: August 20, 2018, 09:22:52 pm »
So I'll start a thread, I guess, instead of spamming the help forum :)

Anyone got clues about delayed audio? Might the B-Bus be saturated, causing a command delay?

If anyone wants to build/look at the code, here it is:

And yes, most of my posts are going to be about problems, as is typical...

The mesh effect looked ok on crt with composite, which is what people used back then, so it just made sense to use that instead of decreasing your framerate.
That depends on the region ;) , here in Europe we all used RGB since the scart cable came with the console.

I did not know that.
In which case, you've got pixel-perfect display...

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