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wraggster
May 28th, 2008, 18:30
News from Rons Blog:


He rescued an engine that once made Joshua Sutherland, based on the engine Yeti3D.

Derek John Evans, made a conversion DirectDraw to render in SDL, accordingly be ported to Dreamcast. Derek John Evans, made a conversion to render DirectDraw in SDL, accordingly be ported to Dreamcast. Actual should revise the OpenGL version, as recent experiments I've been doing with the Dreamcast and the driver Chui casts more than surprising results. Actual should revise the OpenGL version, as recent experiments I've been doing with the Dreamcast and the driver Chui casts more than surprising results.

http://www.youtube.com/v/3sTp0opjMXI

In short days will continue evaluating and testing the same, I have added controls to operate from the PAD for the Dreamcast. In short days will continue evaluating and testing the same, I have added controls to operate from the PAD for the Dreamcast. With the keyboard is controlled perfectly. With the keyboard is perfectly controlled.

Data from this 3d engine Yeti are: Data from this 3d engine Yeti are:

-- The current viewport is 120x80 pixels, 15bit. -- The current viewport is 120x80 pixels, 15bit.
-- All textures are 64x64 8bit. -- All textures are 64x64 8bit.
-- Textures are converted to 15bit via a pre-calculated lighting LUT. -- Textures are converted to 15bit via a pre-calculated lighting LUT.
-- Polygons can be any convex shape. -- Polygons can be any convex shape. Only squares are currently used. Only squares are currently used.
-- Each vertex is described as X, Y, Z, U, V and brightness. -- Each vertex is described as X, Y, Z, U, V and brightness.
-- The renderer uses 24:8 fixed point maths. -- The renderer uses 24:8 fixed point maths.
-- Polygons are clipped in 3D space using 45 degree plans. -- Polygons are clipped in 3D space using 45 degree plans. Distance to plane Distance to Plane
calculations therefore use only additions and subtractions. calculations therefore use only additions and subtractions.
-- Polygon edges are clipped using one divides and multiplies 6. -- Polygon edges are clipped using one divides and multiplies 6.
-- 4 clipping plans are used. -- 4 clipping plans are used. Not front plane is required. Not front plane is required. Not back plane is used. Not back plane is used.
-- No per-span clipping is used. -- No per-span clipping is used. Fixed point errors are hidden Offscreen. Fixed point errors are hidden Offscreen.
-- Ray-casting is used to build a valid visablity list and polygon rendering order. -- Ray-casting is used to build a valid visablity list and polygon rendering order.
-- Models are merged into the VIS without sorting. -- Models are merged into the VIS without sorting.
-- No. Z-buffers are used. -- No. Z-buffers are used. Rendering is back-to-front (painters algorithm). Rendering is back-to-front (painters algorithm).
-- The is an acceptable level of overdraw. -- The is an acceptable level of overdraw. Complete polygons are culled. Complete polygons are culled. Polygon Polygon edges edges
are drawn faster than using a per span clipper. are drawn faster than using a per span clipper.
-- Lighting is pre-calculated on startup. -- Lighting is pre-calculated on startup. Lighting can be moved at runtime. Lighting can be moved at runtime.
-- Lighting is expanded per vertex and interpolated along polygon edges. -- Lighting is expanded per vertex and interpolated along polygon edges.
-- A reciprocal table is used to eliminate all divides from the DDA texture mapper. -- A reciprocal table is used to eliminate all divides from the DDA texture mapper.
-- The loop is unrolled affine texture and renders blocks of 32 pixels. -- The loop is unrolled affine texture and renders blocks of 32 pixels.

In short days would put the first version available for download from www.dreamcast.es In short days would put the first version available for download from www.dreamcast.es

A greeting A greeting

http://209.85.171.104/translate_c?hl=en&sl=es&tl=en&u=http://rondreamcast.blogspot.com/2008/05/yeti3d-cube-engine-3d-para-dreamcast.html

Elven6
May 28th, 2008, 18:45
Nice, but why is everything repeated?

Basile
May 28th, 2008, 19:09
Wow !
Can`t wait !

DaBeast
June 1st, 2008, 14:48
Awesome lightning! Tho it looks a bit buggy/laggy. Keep it up!!!


Man im so happy the DC Homebrew is still alive