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What is the FPS?
Between 3 and 6 fps.
At least for the screenshot on the first post in this topic.
thanks!
Keeping in mind that that particular scene consists of around 1500 triangles, it is incredibly impressive.

Less complex scenes would be faster - mind you full screen rendering takes a fair toll performance wise.
Where can I find the .obj converter?
I don't see anything in any of the posts that suggests that there is such a converter; did I misread?
Oops my bad.

I must be pretty tired.
There is a .obj converter to asm file readable by the lib in the tools/ folder (check mdlconv). Example on how to use it are mainly in the build_model.bat file. There is also a texture converter (build_texture.bat) and an animated model converter which is such a pain to make it works that you should probably forget it.
Thank you. Smile
Is this still being worked on TheMachine02?
Do you have any interest in turning this into a C library of some kind?
I blame awesome tr1p1ea for getting me out of my books and reviving a small spark to get it run.

Alright, seems like this is better than the PS1 Classic. Already has more time put into it xD
Looks great Smile
At this framerate, a FPS game could be playable, but adding other scaled, moving 3D objects, and visual effects (bullets, explosions) would take a toll on the framerate.
Running at a bit over 5fps?! That is awesome man!!! The best thing ever on a calculator.

Glad I helped with the inspiration lol.
Lionel Debroux wrote:
Looks great Smile
At this framerate, a FPS game could be playable, but adding other scaled, moving 3D objects, and visual effects (bullets, explosions) would take a toll on the framerate.
My dream since seeing this project has been to make a graphically primitive version of Temple Run. Does the FPS correlate to the poly count, or does it only make a small difference? If I was only refreshing a single poly, what do you think the framerate would be?
What about SM64? You could test it with the front of the castle. A lot less polygons to render, just make sure you remove the trees for the first test. I'd love to see the front of the castle as a demo! Very Happy
The framerate is strictly dependent from the polygon count and the vertex count, since it is rasterization. The more works you send down the pipeline, the slower it is. Texturing take away quite a bit of speed too.
  
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