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(Saturn homebrew) Sonic Z-Treme
XL2 - Jul 5, 2017

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 XL2 Jun 14, 2018

mrkotfw said:

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.


https://youtube.com/J51wKAvJL7g


 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

mrkotfw said:

Thanks!
What do you mean by version control?

 mrkotfw Jun 20, 2018

XL2 said:


Git, SVN, Perforce, Mercurial, etc.

 XL2 Jun 20, 2018

mrkotfw said:

No, I'm just coding on my laptop most of the time and keep a copy in my cloud drive.

 mrkotfw Jun 21, 2018

XL2 said:


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.

https://youtube.com/A3ClV-6aLdQ


 mrkotfw Jun 23, 2018
Very impressive. The video doesn't do it justice!

 XL2 Jun 29, 2018
Out of curiosity, since this project is quite huge for a single person, is there anyone here who would be interested and could invest time who would like to join if I decide to make it more "open"?
I always intented to make the FPS demo the open source project while I keep working on my own on Sonic Z-Treme, but it's a bit overwhelming at times since I often need to rewrite huge portions of my code, while there are still so many things I would like to do.
Now, it doesn't mean I will make it more "open" or accept any random people who can't code but want their name next to project (I already saw 2 people online claiming it's their work even if they never coded a single line) but I'd just like your input.

 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

mrkotfw said:

Pretty much anybody who could contribute, but programmers above all

 mrkotfw Jun 29, 2018
I think it's doable to have community based feedback and support.

For programmers, the best way to get started is to get the project version controlled (git). If you use Bitbucket, they allow private repositories. You can then bring in contributors in privately to help you.

You could also then make a public repo where people (the community) can submit bugs/issues, etc. This repo won't have any source code.

 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.

 XL2 Jul 10, 2018
Thanks for your input, I will certainly consider this option.

SAGE as been pushed back one month, which is a very good news since I wouldn't have been able to get a good demo in time.
I've since added support for very (very) basic world lightning (per face only) using palettes, so it comes at no costs, looks alright and allows to keep transparency.
Even with Quake maps it looks good enough since these have more often than not axis-aligned planes, which isn't the case in a game like Nights where you have curves everywhere.
I might still use gouraud for a bump mapping effect.

See here the images "AKIRA3" and "Chrome" for that bump mapping effect for those who never saw it.

 mrkotfw Jul 14, 2018
So the AKIR3 and chrome demos are unmodified?

 XL2 Jul 14, 2018

mrkotfw said:

Unmodified.
I managed to use this technique in my own game, but I added green and blue gouraud to shift palettes and add transparency respectively.
It should allow - with some adjustments - some pseudo environment mapping at zero cost.
It works on real hardware, but doesn't work well on emulators.
See the picture here (emulator) :

 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.

https://youtube.com/Solq-N_jI28


 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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