I went a bit forward on this 3D example
I put the H3 screen in the midlle of the screen. (But I don't like this change and I might get back on it).
As suggested by Chema, I started using semi-graphic characters to replace ROM's one.
And I introduced the KeyRepeat feature to the keyboard handler.
I'm very glad that I now have a KeyRepeat mecanism. It is so convenient for real time games.
Here's what it looks like:
And here is the stuff to load in your emulator to give it a try.
Real Time 3D example
- ibisum
- Wing Commander
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Re: Real Time 3D example
I remember being miffed when the C64 and Speccie nerds at school got their first "3D" games ..
This looks promising - some room for optimizations, i.e. its in C? and maybe there is still an optimization pass coming in the future?
This looks promising - some room for optimizations, i.e. its in C? and maybe there is still an optimization pass coming in the future?
Re: Real Time 3D example
Thank you
Nowadays this type of thing are not very astonishing, but I think would have love this type of game when I was playing on my dad's dragon 32.
- 3D computation and rendering is made with glOric so it is 99% of pure 6502 assembly code.
- Keyboard handling is 90% asm and 10% C.
- Ship and missile animation is mostly in C.
- Radar rendrering is based on a sligthly optimised version of rax's h3lib mixing 20% asm and 80% C
So yes there are rooms for optimizations.