- [TI84+CE] Virtual3D : A full assembly 3D engine
- 16 Sep 2017 07:48:23 am
- Last edited by TheMachine02 on 09 Dec 2017 12:23:23 pm; edited 1 time in total
As some of you may know, I am currently developping for the ez80 calculator line a port (read: a full rewrite) of my previous engine on monochrome calculator. Thanks to the increase power and the color screen, it can finally output something 'usefull'.
Here is current status screen :
(model are based from tomb raider III game on PS1/PC)
For now, I stick with a full screen 320x240@8bpp vsynced rendering (this is obviously an area in which we could gain some speed !) The screenshot above run between 3 and 6 fps (which is quite good for such heavy models, ~900 triangles + 600 triangles for the walking model)
There was a lot of thing done :
I obviously still have a lot of thing to do, especially optimizing stuff (because, well who want a slow engine ? )
There is also some stuff I would pretty much search/implement/do, such as :
Here is current status screen :
(model are based from tomb raider III game on PS1/PC)
For now, I stick with a full screen 320x240@8bpp vsynced rendering (this is obviously an area in which we could gain some speed !) The screenshot above run between 3 and 6 fps (which is quite good for such heavy models, ~900 triangles + 600 triangles for the walking model)
There was a lot of thing done :
- ▪general 3D math (vector&matrix)
▪flat & textured shading
▪lightning (per polygon, also work for texture)
▪depthsorting
▪bone animation
▪animated texture through part texture copy
▪easy way to support vertex and pixel shader
▪(buggy) clipping
I obviously still have a lot of thing to do, especially optimizing stuff (because, well who want a slow engine ? )
There is also some stuff I would pretty much search/implement/do, such as :
- ▪mipmapping (which may definitly improve visual quality, with the low-res screen)
▪better occlusion routines
▪fix bugs around
▪Estimate if we could convert it to a C library too