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Thread: In development DCEmu community project: Generic Survival Horror Clone #1

                  
   
  1. #91
    DCEmu Pro jman420's Avatar
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    and guys! this project isnt going to end untill its done, I dont care how long it takes, its gonna get done... as for the start I'm just working on a "teaser" movie to show off the levels with a general idea for camera angles, and appearance, this will probobly be in the form of a 100MB AVI lol... but either way, I will get it done, this project will not die out as I have seem so many else do...


    P.S, even if I made an IRIS mod, its still stuck to only exploring the level in 3D, I have one of those for computers... I just dont see a reaon to release it...
    I'd rather have a game built on the model, rather then the ability to view it...


    and lastly, why are people downloading my pics?? lol, I sure hope your not all ripping them off and calling them your own....

  2. #92
    GP2X Coder/Moderator
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    Quote Originally Posted by jman420
    I thank everyone for the enthusiasim, but I realy just want this game to be done right, with fully meshed objects, not static meshes in the doom3 level builder....and yaustar, I know the limits for the psp,
    it can render over 300,000 triangles per rendering pass, (minus a bit for lighting and shadows) but still your guarnteed 200,000 triangles per pass if you code a rendering engine good enough...

    Now, I need someone to code, I dont want to go with modding another game if I dont have to..
    Exactly, coding a solid fast 3D engine from scratch is no mean feat. The problem is getting hold of a coder who is willing to put that effort and time to do that task.

    Also what is the difference between a 'fully meshed' object and a 'static' one? As long as the mesh isn't animated then I don't see the problem.

    And I was not talking about an IRIS mod, I was talking about getting the engine source code and getting a coder to extend the engine.

  3. #93
    DCEmu Rookie bobcobb's Avatar
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    You won't find a coder with the balls to write a 3d engine from scratch for ya. I agree, if this thing is ever going to get off the ground it will have to be with the IRIS engine.

  4. #94
    DCEmu Legend Accordion's Avatar
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    seriously i dont know much about the psp, but you only talk about graphics, i really think the psp will struggle managing a whole new dynamic, multi functional game engine, your pics look great, but if they are too good and big it may crash or run very slowly.
    Sorry to bring up IRIS again, but even that slows to a crawl sometimes, and the maps in that are not nearly as ambitious as yours.

    think about, its no good if a psp can render a 3d worlsd with 300000 whatever if it takes 30 minutes to render it your game. look at callisto as well, that takes at least 20 seconds to load a level and is a 2d sprite based shooter.

    all im saying is get a coder (pm PSmonkey) to find out if its going to be possible, cause id hate for you to waste your time

  5. #95
    DCEmu Pro jman420's Avatar
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    well people, I already have a 3D rendering engine for psp I can use, I just dont have anyone to program for it....

    and please guys, no more suggesting IRIS, I realy am not going to work an IRIS mod....

    and accordian boy, I dont fully understand your post, but... the graphics on a psp are very powerful, just consider this.. it renders about 50 textures and 200,000 triangles (polygons) per rendering pass (which depends on the frame rate, usualy about 30 rendering passes per second...) anyway! 200k triangles per rendering pass on GTA:LCS, and if you've never noticed it, look at the buildings as you drive past them, there is a lot more polygons in the game then you first notice...

    now the one coder I know, the one that built the 3D engine is the same person that built the PS2 engines for the TY the tasmainian tiger games...
    so it will have the same ability to render as the GTA engine does....

    the reason a 2D sprite game would take a while to load is if its programmed poorly, and has large size sprites, for 3D the models are very small, and the textures are very small...
    the whole model of the outside dam is only going to be about 3MB when its done... so the system just loads that and renders it...

    and even then, I'm not sure I want to use a 3D engine for anything more then the character models.. I would be willing to use pre-rendered backgrounds instead of staticly rendered..

    and I dont want to bother PSMonkey lol, he needs to get his N64 Emulator done

  6. #96
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    well people, I already have a 3D rendering engine for psp I can use
    Now why didn't you say that eariler ? Coders would be less relectant to join if that was known from the start. In that case, ignore all my previous comments in this thread.

  7. #97
    DCEmu Pro jman420's Avatar
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    I did say it earlier, you have to read all 10 pages of posts to see what I've said....

  8. #98
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    Quote Originally Posted by jman420
    I did say it earlier, you have to read all 10 pages of posts to see what I've said....
    I just went through all the posts you made and cant find a reference to it unless you are refering to the Collada thing.

  9. #99
    DCEmu Pro jman420's Avatar
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    well collada is a file format, and the renderer I know of uses collada format files to render...

    I may have never said it, but I thought I did...

    but the rendering engine I can use is called the MT Fuji engine, but I realy dont know if any coders have looked at this thread...

    but, Yaustar, would you want to work on this project with me? it appears your a coder lol...

  10. #100
    GP2X Coder/Moderator
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    Sorry too busy with my MSc GP2X project at the moment to be of any great help. Is the MT Fuji engine an internal engine that you have permission for. I dont think I have heard of it in the renderer/engine circles.

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