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(Saturn homebrew) Sonic Z-Treme |
XL2 - Jul 5, 2017 |
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XL2 | Jun 14, 2018 | |||||
I simply use a global look up table. |
XL2 | Jun 16, 2018 | |||
Here is a new update on my new engine (WIP!) on real hardware. I didn't implement back the physics/controls, so don't pay attention to that. What's new : compressed per-vertex animation with interpolation (a bit like Crash Bandicoot and Quake 2), VDP2 transparency fade in, per-vertex realtime lightning (on Sonic only), audio using tones, splitscreen (not seen here), octree instead of an uniform grid for culling/collision, paletted/CLUT sprites, LOD model autogenerated for distant quads and probably many other things I forgot to mention. It's not optimized yet, so there is room for lot of improvement.
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mrkotfw | Jun 20, 2018 | |||
Not sure why I'm not getting notifications, but excellent work. Random question, but are you working under version control? |
XL2 | Jun 20, 2018 | |||||
Thanks! What do you mean by version control? |
mrkotfw | Jun 20, 2018 | |||||
Git, SVN, Perforce, Mercurial, etc. |
XL2 | Jun 20, 2018 | |||||
No, I'm just coding on my laptop most of the time and keep a copy in my cloud drive. |
mrkotfw | Jun 21, 2018 | |||||
Oh, good. There's a backup |
XL2 | Jun 23, 2018 | |||
Here is splitscreen in action. I should be able to optimize it enough for a stable 30 fps. But 800 drawn quads on screen at 30 fps is quite amazing! The gouraud shaded untextured quads also look great and are cheap to render, I guess I should find a way to use more untextured quads.
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mrkotfw | Jun 23, 2018 | |||
Very impressive. The video doesn't do it justice! |
mrkotfw | Jun 29, 2018 | |||
What do you think you'll be needing help with? What about an actual game designer? An artist (or two)? Another engineer? |
XL2 | Jun 29, 2018 | |||||
Pretty much anybody who could contribute, but programmers above all |
vbt | Jul 8, 2018 | |||
I agree with mrkotfw proposal, also i'm always motidated to help, but don't expect good skills, other issue is like everybody is the free time. |
mrkotfw | Jul 14, 2018 | |||
So the AKIR3 and chrome demos are unmodified? |
XL2 | Jul 19, 2018 | |||
Here it is with both the metal effect (working on real hardware nicely) using both green gouraud shifts (when the metal player is invincible) and red gouraud (both when invincible and not). I added global lightning to the maps using per-vertex lightning and averaging the results to get a per-quad flat lightning shifting palettes. I also added back rings and ennemies, but the ennemies are static since I didn't code in an insertion function for the octree nodes.
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SegaSaturnShrine | Jul 20, 2018 | |||
WOW this has come a long way since the last time I played it! Amazing work <3. Very impressive! |
mrkotfw | Jul 24, 2018 | |||
Everything is really coming together. The effects look amazing as well. |
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