3D raycasting

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By ARTRAG

Enlighted (6891)

ARTRAG さんの画像

26-12-2011, 11:09

While scaling sprites, the X resoultion is 2 pixels, but actually the code plots bytes in screen 5, so it is possible, with some visual artefact when enemies get closer, to have  sprites at full screen 5 resolution.
In the video for memory reasons, you see sprites at half resolution as RLE is much more efficient in this way.
Using more ram segments will solve the issue.

Here sprites are at full resolution : 
https://sites.google.com/site/testmsx/msx2-doom/mz3d2_25_12_...
this code is using  two ram segments, one for sprites, one for textures.

For walking animations, it will needed a lot of ram segments, WIP
PS
it could be the first game running on 512K machines only ;-) . 

 

 

By ARTRAG

Enlighted (6891)

ARTRAG さんの画像

26-12-2011, 12:27

video for the files above
http://youtu.be/_StTTYCZj8E

 

By Manuel

Ascended (19060)

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26-12-2011, 18:43

Cool peepz! Smile

By hit9918

Prophet (2926)

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26-12-2011, 19:19

@ARTRAG, it is clear that byte oriented things on screen 5 are 2 pixels wide, I wouldn't touch that.

But I meant the background which got 4 pixel columns i.e. 2 bytes.
Looks like running the column rendering 2 times with same setup.
Means doubling the resolution would come with no increased VDP workload.

The only thing that would double is some per-column calculations,
but that is not in the section of VDP issues,
but in the section where R800 is the fast cpu.

If I didn't miss something, TurboR can do the whole show at double resolution.
 

By ARTRAG

Enlighted (6891)

ARTRAG さんの画像

26-12-2011, 21:35

Now the screen is divided into 64 columns
Rising the X resolution is possible but would half the framerate
The delay imposed by the HW during VDP i/o (not its rendering time) is the most limiting problem (it takes from 50% to 80% of the time)
Doubling the X resolution would double the i/o time too and halve the framerate (apart the r800 extra time for the raycasting part)
 

 

 

By hit9918

Prophet (2926)

hit9918 さんの画像

27-12-2011, 02:25

引用:

Doubling the X resolution would double the i/o time too

This sounds like VDP commands have been switched to be two bytes wide? Then only halve the OUT are needed.
Looking at the video again, sprites seem to go double byte mode when zoomed near.
 

By ARTRAG

Enlighted (6891)

ARTRAG さんの画像

27-12-2011, 08:54

yes
about sprites the resolution is double with respect textures

By LeandroCorreia

Paladin (956)

LeandroCorreia さんの画像

01-02-2012, 12:58

By ARTRAG

Enlighted (6891)

ARTRAG さんの画像

01-02-2012, 22:11

Nice videos.
Look also at this one
http://youtu.be/8ffvdvpePY8
;)

By Sonic_aka_T

Enlighted (4130)

Sonic_aka_T さんの画像

01-02-2012, 22:46

Epic! This is so very impressive!

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