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Posted: Feb 17, 2007 20:30 Post subject: AFlib2 is now moving into a WHOLE new level!! |
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Hello to you all, and I got some good news and bad news.
The bad news first: due to the changing times and advanced functionalities of the newer version of FreeBASIC (including current v0.17b CVS releases), AFlib2 will NO LONGER be supporting 8-bit color depth at all. :( !
And now, this brings us to some damn good news: AFlib2 will now have FULL SUPPORT for 15-, 16-, 24-, and 32-bit color depths, and so will the SNES-based Mode-7 effects, definitely!!! (^-^)v !! Here is what I am talking about:
Hence, this newest version that I am working on will be called AFlib2 Remixed... the proud new successor here in which many of the effects and stuff that you loved from the original 256-color AFlib2 will be making a comeback into the hi-color/truecolor graphics modes, including some all new ones also (like this lens effect that you are seeing in this first screenshot)!! ;)
Just hang on tight... ladies and gentlemen, it is gonna be a great ride!!! d=^-^=b |
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Posted: Feb 17, 2007 21:25 Post subject: |
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| I hope you can make it fast enough. I don't see any serious reason you shoulda switched from 8-bit though (besides the fact that higher bit depths are better >_>). Software in higher bit and resolutions isn't always as fast, but you can pull it off :D |
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Posted: Feb 18, 2007 0:06 Post subject: |
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| Congratulations of figuring it out AAP. Great libraries such as this are a very good way to get more people to test the CVS version of the compiler. Progress looks good, can't wait to try it out. |
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Posted: Feb 18, 2007 1:03 Post subject: Thanks for your input, guys! |
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Thank you both for giving me the confidence, Pritchard and sir_mud. ;)
I mean, with some of the FB functionality abilities changing and updating just constantly with each new CVS version so far, it is perhaps in my best interest for me to just step it up rather than just remain in the past, in terms of the color depths so to speak. So in a way, it was real better for me to just restart the whole entire new AFlib2 version from scratch (which I did from the ground up!) rather than to port my old version into that new FB version and ending up then with frustration after damn hair-tearing frustration with a whole bunch of new errors, you know that? :D
As for the Mode-7 and tilesine effects, they have *successfully* been converted from the 256-color original AFlib2 version and beefed up into hi-color/true-color modes (plus they are MUCH nicer looking, too!!), and I am looking forward to doing even more new effects and stuff, also!!!
Take a look at this:
This is a brand-new screenshot of the development work of AFlib2 Remixed in action, as the Mode-7 effect is successfully placed in a custom buffer as one of the effects featured!! It is not 100% perfect, but the colors and effects here are as fine as ever, you know now? ^-^ !
Something to inspire and bless you wonderful FreeBASIC people out there, now doesn’t it? d=^^=b |
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Posted: Feb 18, 2007 3:40 Post subject: |
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I'm looking forward to see more about AFlib2 Remixed.
Like as in what functions you have and will include in the library :). |
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Posted: Feb 18, 2007 16:29 Post subject: I added a brand new spheremap to the effects roster!! |
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Ok. Brand-spanking-new graphics effect now for AFlib2 Remixed, and it is called the spheremap, and in this one, you do not even need OpenGL at all to pull this one off!! ;) Watch this:
And in addition now, in any 24-/32-bit color graphics mode, any BMP up to a whopping 4096x4096 in pixel size can actually become a Mode-7/Waterfall/Sinewave/Spheremap tile map... WOW, talk about astronomically amazing if you ask me!!! ^-^=b !!
So you see, I am indeed stepping it up and then some in this forthcoming all-new AFlib2 that every member in the FreeBASIC community will soon be talking about... for such a long time, no less. :D |
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Posted: Feb 18, 2007 17:47 Post subject: |
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'Is that a SNES Mode-7 Effect in yur pants or are you just happy to see me'
I have NO IDEA what SNES Mode-7 Effects are - but I have to say - I AM happy to see the progress on your lib - great work.
Mark |
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Posted: Feb 18, 2007 18:44 Post subject: |
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Mario kart Final Fantasy 6 and FZero are a couple of games for the SNes that uses Mode7 Maddogg6.
the spheremap looks great AAP :) |
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Posted: Feb 19, 2007 19:11 Post subject: Thanks for that, man!! |
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Why thank you, badmrbox ( ^-^=b )... even the spheremaps can support BMPs ranging from 8x8 to a truly staggering 4096x4096 in size in 24-/32-bit color!! Just think, you can create really BIG maps on there, and even create your own planet, too!!! ;) !
Alright now. Another new effect for AFlib2 Remixed, and it is the BMP plasma effect which actually takes a BMP (ranging from 8x8 up to 4096x4096 in size for 24-/32-bit graphics modes) and creates a “silky” plasma out of it in any flow and/or density you want, like in these two new shots here:
...and you can even fill the whole screen with plasma, like this:
Now, how does that suit you, hmmmm? ^-^ ! |
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Posted: Feb 19, 2007 21:04 Post subject: |
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| hrm, for myself and in my opinion, while AFLib is a good exercise in intermediate graphics techniques, it's outdated by about 10 years. All the major effects you provide I would (and do) just use OpenGL for. |
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Posted: Feb 20, 2007 15:11 Post subject: |
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@1000101
1) What if you are programming in DOS? You couldn't use OpenGL for that. Since DOS has no OpenGL support.
2) OpenGL is very fast when coupled with proper hardware, but without such it is unbareably slow. DirectX has faster software rendering, but is only for Windows. AFLib Remix, (if developed and optimized properly) could have respectably fast software rendering and be for both Windows and Linux. Meaning, it could be ideal for crossplatform, graphical programs that want a backup software-rendering engine.
3) Anyone who can reproduce the effects of OpenGL/DirectX without either, would have an undeniable advantage over those that cannot. This concept is like that of Assembler. The language is considered, (by the ignorant) to be outdated, but in truth, it's knowledge is irreplacable.
4) All the effects of OpenGL are older than 10 years. You can find the mathematical solutions for all its effects in books written decades ago. In fact, compared to DirectX 8+, OpenGL is outdated. That's why, (by far) most PC games are DirectX based. To the extent that the priority of newer graphic cards is to support DirectX over any other 3D library. Indicating, OpenGL is outdated.
@AAP
In humbleness, I have a few suggestions.
1) Modualize the library. Do not design the library in a manor that forces FB to include all of it. That was the error made in the C library IOStream. Using any 1 function in IOStream increased a program's size by hundreds of K, because of poor library modualizing.
2) Focus on speed. Make certain the 'lowest' of procedures are as optimized as possible. Then those that depend on it, and so on. Since AFLib has no hardware support, its greatest asset, (along with crossplatform support) is software-rendering speed.
3) If plausable, include 3D effects, (if not already included). Such as 3d polygons, meshes, zbuffering, etc... If this is too much for AFLib Remix, perhaps you can begin planning such for AFLib 3D.
4) Possibly, (maybe I'm going to far) you can create a GUI library based on AFLib Remix, (AFLib GUI). Imagine how potent AFLib would be if it could handle all graphical needs, including GUI.
5) Enjoy this project. AFLib is, in my opinion, one of the most respectable projects developed with FB. Yes, graphical FB programs are a dime a dozen, but AFLib is in a league of its own. Some may post negative comments about AFLib, but few could ever duplicate AFLib.
Last edited by unknown on Feb 20, 2007 18:36; edited 1 time in total |
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Posted: Feb 20, 2007 17:31 Post subject: |
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@AAP
youre cool
@1000101
youre cool too |
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Posted: Feb 20, 2007 17:43 Post subject: |
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| I liked it the first time, and it looks more promising this time around, good job. |
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Posted: Feb 20, 2007 17:53 Post subject: |
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I agree with unknown at point 1 adressed to you AAP.
| Quote: | | Just think, you can create really BIG maps on there, and even create your own planet, too!!! ;) ! | Strange ideas for Phantasy Quest now grows in my brain.
www.badmrbox.com |
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Posted: Feb 20, 2007 17:55 Post subject: |
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| As to the GUI: I am working on a GUI Lib that could be easily ported to any graphics library. All it would take is defining your own draw method for each widget. |
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