Amaziiiing! Thanks for this!! Gonna try to compile (how no clue how hahaha, but there gotta be a tuto or something around).
@RAVE_GHETTO_BLASTER2 ай бұрын
👍
@pablom.34062 ай бұрын
Great job, you've worked really hard to make a wonderful sixth generation game. What's next for jnmartin84?
@guillaumenunes93192 ай бұрын
Hiiiiipeeee !!
@mankrip-2 ай бұрын
The quality really improved a lot. Are you subdividing the polygons to increase the vertex lighting quality?
@jnmartin842 ай бұрын
Walls and floors when lights are present in a scene
@jnmartin842 ай бұрын
The floors are preprocessed at level load to add extra vertices. Walls are done at runtime
@jnmartin842 ай бұрын
I also completely rewrote the renderer and lighting code in October to get it to run the majority of the game locked at 30 fps with all effects. The worst trouble spots bottom out at 24 fps now compared to 12 fps in my previous unreleased renderer.
@ZenoPopo2 ай бұрын
I tried to compile it into cdi yesterday but failed. Gonna try again someday. It will be an amazing game to play, I am sure! :)
@jnmartin842 ай бұрын
Can you be more specific about the issue you ran into? I'm over on the Simulant Discord in #doom64 channel, might be able to help you there
@jnmartin842 ай бұрын
@joezx3446 Whoever keeps saying Dreamcast cant do normal mapping, it is per pixel shading in Fixed Function hardware. Just because you werent alive in a time before programmable shaders existed... check the patents, the SDK docs, these are 3d (azimuth/elevation) tangent-space normals being dotted with tangent-space light direction vector to shade every pixel so Dot 3 bump mapping aka NORMAL MAPPING. Now get over being wrong and go away
@jnmartin842 ай бұрын
"drawing triangles? that can't be, it has no fragment shaders"
@jnmartin842 ай бұрын
I will admit it has a limitation that modern shader based approaches don't. Due to a hardware design decision the light direction is only per polygon and not interpolated between vertices, but the normals are still looked up and dotted with that light direction for every pixel