Here's a software 3d thing that might be useful.

User projects written in or related to FreeBASIC.
anonymous1337
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Postby anonymous1337 » Sep 10, 2007 21:47

vdecampo wrote:Ummmm....Why can't I see any of Dr_D's posts?
He was probably drunk.
Dr_D
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Postby Dr_D » Sep 10, 2007 22:04

I started adding more stuff to it and decided that there is really no way to make a decent game with it. After the changes, which weren't that dramatic, I'm only getting about 30 FPS. It still has some useful math functions & stuff, so here it is anyway. ;)

http://file-pasta.com/d/1980.rar
duke4e
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Postby duke4e » Sep 10, 2007 22:11

Ok, one silly question:

If this became so slow on modern machines, how the hell was quake 1 made? And I'm thinking about pure software rendering in Q1
Dr_D
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Postby Dr_D » Sep 10, 2007 22:21

I really don't know man. Maybe they wrote most of the engine with super optimized asm.
Plasma
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Postby Plasma » Sep 10, 2007 22:49

Lachie Dazdarian
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Postby Lachie Dazdarian » Sep 11, 2007 21:02

Seriously, I don't know what your problem is. I get from 33 to 41 FPS which is great, and the game practically has all that I expected it would have. One or two missing effects.

I mean, what do you mean by a decent game? 200+ FPS. Shees.

Thanks for ruining my day. :(
Dr_D
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Postby Dr_D » Sep 11, 2007 21:32

Well, I actually figured out why the the fps were so low. For testing purposes, I was using a model with over a thousand polygons for collision detection, and never replaced it woth the original. 5 player characters, plus a pass for each maze node surrounding them = 5*9*1000... so around 45,000 collision checks per frame. Way more than expected for a simple pacman game. So... I'm gonna go ahead and finish it using software rendering.
Dr_D
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Postby Dr_D » Sep 14, 2007 9:11

Well, it's getting there. Here's a 1 level demo. I would have added the source to this, but it's in pretty bad shape right now. The other one is still there anyway. :)

http://file-pasta.com/d/1999.rar
redcrab
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Postby redcrab » Sep 14, 2007 10:40

BRILLANT !
Top Cool and Cute ...
I'm feeling tiny tiny tiny ... ;P
You're the Doc, Dr_D

When will you do the phong or Gouraud shading ? ;P
in fact I love it as is ...
The current style is perfect !

That's really fun !

BTW I didn't succeed the level yet ... pretty tricky
I've difficulties to manage the rotation of the hero
duke4e
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Postby duke4e » Sep 14, 2007 11:27

Awesome demo!

Please change the controls cause this way is pretty hard to control.
Also, if you dont wish to post source, please atleast make a special exe with higher resolution (1024*768 ?)


All in all, great work!
Dr_D
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Postby Dr_D » Sep 14, 2007 13:21

Thanks guys. I'm making an opengl version too, which will have all the expected fancy effects. I'm just going to leave the shading on this one as-is. ;)

Most of the source is in that earlier link. I still have some cleaning to do on this version, so I'll probably finish the game before I post it. It'll have some configuration options to change the resolution at runtime though.
Lachie Dazdarian
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Postby Lachie Dazdarian » Sep 14, 2007 22:50

Quite cool. Love the camera movement. But I also think the controls are a bit cumbersome. Perhaps you can revise them.

Two questions. Is the AI for the ghosts all the same? The red seems quite predator-like, while the blue passed right by me and ignored me. And, are you planning to add a title screen?

I do hope the pure software version will have all the functionality of the OpenGL one. This would be appreciated by...well, me. :P

Edit:

Forgot to say. 25 FPS, without VSYNC.
Dr_D
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Postby Dr_D » Sep 15, 2007 0:23

What happened to DJ's post? I was gonna try to implement those mmx functions to see what kind of speed they could unleash.

Anyway, I'm open to suggestions on the controls. There is a second control scheme in place, but you can't activate it in that demo. Basically, it works like pressing the right arrow key makes him move right, left goes left, etc. I find that to be boring, but it's in there.

The opengl version already has a lot more stuff than this one. It just isn't a pacman game yet.

I have a pretty advanced level editor, which also uses opengl, and I don't want to recode that whole thing in software mode, so I'm just gonna make a midget level editor for this.

As for the AI, they're all the same right now, but the ghosts vary in speed.

I've added some more features/bugs to it, so I'm gonna try to wrap up my todo list and upload it again tonight.

Thanks for trying it! :)
Lachie Dazdarian
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Postby Lachie Dazdarian » Sep 15, 2007 0:32

When I say functionality, I mean same gameplay, number of levels, etc. I don't care if the software version won't have Gouraud shading or whatnot.

What's a midget level editor?
Dr_D
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Postby Dr_D » Sep 15, 2007 0:39

Just a simple 2d tile editor. It isn't going to have cut&paste, mirror and all that jive. This is what the opengl level editor looks like.

Image

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