Well, you failed to say yes or noQuote:
Originally Posted by wossname
so i'll post up the source anyway :D
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Well, you failed to say yes or noQuote:
Originally Posted by wossname
so i'll post up the source anyway :D
Just took a look and its quite a different algorithm to what I've got. (Not that mine works yet of course)
that's odd, it says 0 views
anyway, it just needs to be converted to c#
i have to get around to that, although you'd probably be better at that and would still have to modify it anyway to suit. But at least all the working math is down pat in it
You have 2 uneccessary IF statements in your DiagLength method :)
Any number squared is a positive result anyway. :thumb:
you're right that can go, i actually took that method from another app of mine, hehe :lol:Quote:
Originally Posted by wossname
For Wossy's eyes only. (Because its really bad code :D)
Note, I'm sorry I havent uploaded, a series of unforseen events has conspired to prevent me from doing so. I shan't explain here but I'll upload as soon as I can tomorrow evening.
A h4x0r's work is never done.
No problem, just take your time. This weeks seems to be pretty packed for me, at least untill the weekend. So I have limited time to work on the engine before that. But even if I work on it, I don't need the newest version, since the bugs are in the old one too, so I can use that one to find out how to deal with the bugs.
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You guys want a little blog button to go with your banners? :)
Hey, neat! Stylish.
I just got a PM from Marty. I had to remove the link to the D# page...
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Hmm.
Hehehe..no hmmm...I am serious...the funny thing is that I actualy asked RD if the link was ok before I added the link...:D
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this thread hasn't moved much in awhile, how is that texture thing going wossy?
We finaly managed to work on different things again..:D..so we don't have to comunicate too much again..:D
I am still working on the camera bug, but as I said, I have limited time to do it before the weekend. So Don't expect it to be ironed out before the weekend.
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Don't worry I'm still working on the blitter, I'm taking next week off work so I can get some serious code down.
If I get it working then it might solve a few existing bugs in the game, such as the random triangles bug.
Why are you taking next week off??? :sick: Is it your boss making you do it?
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:lol: No, Its just that I havent had any time off in aaaaaaages, I still have 2.5 weeks annual leave remaining this year :D I'll lock myself in my office at home and code my ass off.
Coffee...toastie...coffee...toastie...24/7 :D I'm going to set a new staying awake world record.
do a bill gates, apparently back in the day he lived in his cubical day in day out and sometimes theyd find him passed out on the floor, hahaha
once i have my uni assignment all done and posted (tommorrow) i might give converting that blitter i wrote to c# a go, ill download that old one you wrote to help me out with getting it portable, see if it can get a better framerate happening, or at least it becomes another thing for you to take a look at while you're having your coffee week :D
Quote:
Originally Posted by wossname
Hehhee...if you can manage to stay awake for 6 of those 7 days, then you will beat my record....but please don't try to kill your self now..:D
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Grrr my array's won't cross over :mad: They get stuck totether at the same values which is impossible.
Arrrrrgh.
I hope somebody understood that :bigyello:Quote:
Originally Posted by wossname
having a look at your old blitter, i dont see why youre not using it, the missing bits issue was an easy fix with no fps loss (suprised it didnt lose fps actually), cant seem to increase speed though, you're code is difficult to understand, im not sure what * is doing as in byte* i'll have to read up about all the c# op's, seem to get nothing but issues, im trying to make it skip over every second bit, since the texture is going to be streched anyway, and if the panel is small then quality doesnt matter anyway, this is how i increased the speed of my vb.net one, the quality loss isn't very noticeable, particularly in gameplay it wont be, and a good sacrifice if you can double fps.
I presume you made the set the trajectories length's longer to fix the missing pixels?
The fact remains that it's not very efficient, its still on ly getting 60FPS on my machine. more than 30 quads per frame during the game anyway so that works out at 2 full screen frames per second which is devastatingly slow, we are currently running at about 15 full FPS using the flawed isometric renderer.
[Removed because of frustration]
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PROGRESS!
Ok its not much but I'm getting somewhere with my 7th algorithm for efficient blitting...
All it does at the moment is calculate the scanlines that make up the quad's region. But lets say the quad cover 3451 pixels on screen, this means that only 3451 pixels are actually fetched and drawn. The red area here is drawn one pixel at a time scanning left to right, top to bottom.
The actual drawing code is bog-standard (ie slow) Bitmap.Setpixel(), this is only for debugging to make sure the right area is being drawn, the red pixels outside the blue outline is due to a float --> int cast, will be fixed later.
Currently it doesn't draw textures, and there is no pointer use yet, but once these are added this alg should FLY!!!
There aren't any trapezoids in use here though. Due to the slow setpixel(0 code the time to run this is worse than 1/10th of a second, but thats because the bitmap is being updated after every pixel.
This may turn out to be faster than the isometric code we already have, and it should take less than half the texture storage space :D Game will load faster too.
God, I'm building this up too much :lol: :eek:
Screeny to keep you punters happy, sorry its not much to look at...
so.. if it's the same algo that's been used the whole time, how have you made it faster? except for the fact that you are not calc and retrieving the source texture yet.
Read the post again.Quote:
Originally Posted by Phill64
hmm, well i guess in mine and in your last one it was possible that pixels sometimes overlapped, depending on the ratio of the quad.. so true, this is different and smarter.
Look foward to seeing how fast you can make it
EDIT: link deleted by request.
It is not public yet. Please delete the link in your post. You will see it when it goes public.
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Project forum is now open and public!
Brad!
Thanks a lot. Now we can finaly consentrate 100% about the engine and game again.
Thanks
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hurray! d# forum :)
Just a few rules here..:). I think it will be better to have more separate threads here. So I splitted out the Theme music posts here and made a new thread for it, and will continue to do so if thre is other topics in this thread that will be continued. We will also be a bit more stricked on CC from now on. So please keep it down so we don't have to delete so many posts.
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I was going to open a new thread for the Camera roll bug. But I managed to mysteriously fix the bug when I was crying on MSN with Keda..:D...some times it really helps to talk out about it..:D
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What was the problem?
Woooot! Made a slight bit of progress today on the blitter.
Screeny here...
http://www.vbforums.com/showpost.php...1&postcount=11
Quote:
Originally Posted by timeshifter
For some reason the strafe vector relied on the up vector, and the up vector relied on the strafe vector. And with floates you get small round errors all the time. And this builds up pretty fast when they rely on each other. So solution was to make sure that only one rely on the other, and that the other rely on something else. In this situation the strafe vectore relies on that 0,1,0 is always straight up...:)
Wossy: You are a spammer...you know that..:D
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Just out of curiosity, don't you guys think we should have a Map Editor thread? I continue to have little questions and inputs about it, and it is fairly important..