I think we should set Fox's office on fire, so he doesnt have to work for a wile and gets paid to do nothing for it
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I think we should set Fox's office on fire, so he doesnt have to work for a wile and gets paid to do nothing for it
heh, interesting idea produkt.
Anyway small project update.
I've yet to test my code out on the psp (currently wrote it for my pc build but wrote it all in C so I can instantly plug it into my psp stuff (which sadly is still in c atm and not cpp like it should)) but i've writen a small map info parser that can parse the info block of map files. Currently I plan to only use it to pull out a map name & a starting position but i writen it to fully work for anything. So pretty much I could use it right now to parse out all the object locations but really the engine is not to that point yet.
Anyways in future builds. you'll see less spawning at 0,0,0 and more spawning in apropret places.
:)
*Screams from the moutain tops*
!!F---!!
I found my bug. My BSP tree code was good BUT, I forgot that on pc I was inverting my camera cords before translation but was not doing the same on psp. That explains why in early builds it felt like it worked but was freaking rendering everything on the otherside of the map.
I am ungodly happy it's now working because now with texturing i'm getting maps to run at 60fps. :D :D I still have a vew frustrum clipping to implement (further optimisation).
Anyway with the sucess of this & map info parsing I am finaly starting to see some new progress.
So I am going to take a few days to plan out in advance what order I want to take care of things. I have a huge list in my head what should be done first but I am not sure whats the best moves yet.
Here are a few things I feel must be sorted out asap.
1. View Frustrum
2. 8bit texture suport & converter (in 8bit, i can fit much more in vram) *see example calc*
3. Colission detection. Why? Because when the camera clips a wall the fps drops heavly.
4. Figure out how to stop the psp from clipping polygons around the edge of the screen.
Anyways simple example calc for number 2 (using lightmaps)
32bit - 128*128*4 = 65536
16bit - 128*128*2 = 32768
8bit (32b pal) - 256*4 + 128*128 = 17408
8bit (16b pal) - 256*2 + 128*128 = 16896
When a given map has say 24 lightmaps,
32bit = 1,572,864 (all of vram, rest of vram is framebuffers)
vs
8bit (32b pal) = 417,792 ( 1/3 of vram )
this is great news! I dont know what the hell half of it means! but its great! i got somthing about it running at 60fps, so i think its a good thing!Quote:
Originally Posted by PSmonkey
Small Update. I threw in a cheap 8bit palette converter. So if the image uses less then 256 colors it works quite well. It will use up a smaller fraction of vram & looks better then it currently does (specialy when blended with vertex colors).
Oh also when i mean cheap I mean cheap. I just fill up a 256 color buffer with the first 256 uniq colors (i don't try doing any color reduction). So if the image has more colors, it drops them. It's cheap but it works for now (and the q2 maps i test with only have 20-64 colors per texture).
I also threw in my map info parser to the psp build and it works great except 1 map crashes so far (of my normal 10 test maps).
!! Hey guys. HUGE UPDATE !!
Today I got lightmaps working with blending (sure not that hard). So now the game has Vertext color * Texture Color + Lightmap Color. The result is a little dark but freaking fantastic. I'll post some screenshots later tonight.
There is a few things I must do before next release
1) Test things with official quake 3 maps (still going off q2 maps).
2) I need to write an exporter that rips quake 3 lightmaps into image files. So you can convert them to less then 256 colors (if not the internal system is ass) then let you load thoes insted of the imbeded lightmaps.
3) Add view frustrum clipping
Once all 3 are done I will release a new build that will be a major step up from when I started & put many comercial PSP games to shame.
- PSmonkey
Sorry it's a little dark. I should make the lightmaps a bit brighter on the blending (looks great on the psp with full brightness).
Anyways do enjoy (wrote a quick vram->bmp saver to snag this)
Pimpin work... Maby I will finish up some texture work and release some of my basic map work with your next release...
FYI The dutch spoof of the barbie song is hilarious...
is that 30fps just due to the fact that you were taking a screen shot?
No, at the current time it runs around 30fps on this map. The reason for the slow down is all viewable geometry is rendered twice for the lightmap. Plus the lightmap is using hw blending (which takes even more time to draw).Quote:
Originally Posted by 1timeuser
I still have to implement view frustrum clipping and that should give some more fps (also note the psp is running at 222).