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Looking for 3D game engines and FPU?


Postby Mr X » Oct 25, 2003 @ 12:56am

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Yeti3D Development

Postby AlienKinetics » Nov 14, 2003 @ 7:39am

Hi Guys,

wow, people talking about my work. Its kinda a strange feeling.

Ok, RE: GPL. Yes, I beleive you can develope under GPL and then purchase a license apon release. The choice is yours.

My understanding is, data files loaded at runtime do not have to be released with the source. ie: Quake II GPL doesn't come with Quake II data files. You must still purchase the full Quake II CD to play. (Idea!)

RE: Yeti3D limitations. Yes, the current version has geometry limitations, but there are many tricks I'll be adding soon. ie: 45 degree corners, curved floors and ceilings. The world is made up of quads, so you can always render cracks, skirting boards or switchs. ie: You could have a control panel texture that is extruded to 3D when its rendered using a high map. Imagine each quad as a 64x64 terrain! You can revert to single square in the distance. Corridor beams would jut out from the walls.

Other tricks involve using models to render world objects like beds, lamps, candels, trees, doors, boxes, wooded beams and lifts. You can also map cell lighting onto models for real time shadows.

You can use the old "build" engine water trick. ie: Have water at level 0 and use two maps. Swap the maps when the entity moves from negitive Z space to positive Z space.

The great thing about using these tricks is, they can be switched off or swapped to sprites on low end processors! Plus, everything can be blown to bits. Something you cant do in a BSP style world.

Plus, the world map format is a little over 64kb! Even if Quake I/II ran on mobile phones, who would pay the phone bill to download new levels? At just 64kb, you can write real time RPG games, or sell extra maps via phone call payments. All these business options will boom late 2004. Maybe mid 2005 for countries like Australia.

The CUBE engine is amazingly flexable. It just takes a little bit of experimenting.

Im pretty sure the Tomb Raider engine used the same algorithms, so lets see.... You have the GPL code, you have the power, go forth and create. If you have some cool ideas, contact me.

Anyway, thanks for the great comments and interest. It makes living off peanut butter on toast worth while :-)

Kind Regards
Derek Evans (Yeti3D Author)
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Yeti3D Development

Postby wayne » Nov 14, 2003 @ 11:20am

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Postby wayne » Nov 14, 2003 @ 11:37am

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Yeti3D Development

Postby AlienKinetics » Nov 15, 2003 @ 12:34am

Hi Wayne, Yea, I could be related, but there are a lot of evans foke running about.

RE: ASM version. I cant code ARM, so, mmm, I dont see it happening. But, the C code is extremely fast anyway. Its actually faster than most ARM code I've seen on the web. The texture mapper is the result of about 5 years of refinement. The code is very small and simple. I do have a ARM texture mapper for the GBA version.

Think of this engine as a hispeed subdivision culling system. Basiclly you can render entities any way you want. ie: particle explosions.

I added terrains last night, which looks nice. The cell algorithm allows complex models to be merged into the pipeline at almost no cost. Culling is also very very accurate.

keep well.
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Postby Mr X » Nov 15, 2003 @ 2:45am

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Yeti 2 port

Postby Mr X » Nov 16, 2003 @ 9:27pm

I have ported my yeti port from gapidraw to pockethal. the net result is a gain in frame rate from 17-30 to 25-40 fps (ipaq 2200). Quite a substantial gain.

This is the latest version of the yeti code, and include colored lighting and md2 model support.

YOu can download the arm binary from http://www.picsprint.com/download/yeti.zip .

Note that as this code is non gpl, I can't provide the source

Yeti is at http://www.theteahouse.com.au/gba/index.html

Please let me know about any compatiblity issues, and what framerates are achieved.


Sean
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Postby sponge » Nov 16, 2003 @ 11:39pm

holy internets batman.
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Postby StephC » Nov 17, 2003 @ 12:39am

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Postby sponge » Nov 17, 2003 @ 12:40am

holy internets batman.
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Postby StephC » Nov 17, 2003 @ 2:19am

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Texture Warping

Postby AlienKinetics » Nov 17, 2003 @ 6:10am

Hi Sponge,

The warping is due to the walls being rendered using single rectangles. The higher the wall, the more warping. But, thats only with YETI_LOW_QUALITY_WALLS

When you remove that switch, the walls are chopped up into 64x64 rectangles. So, if the room is 256 units high, then the wall will contain 4 smaller polys.

This was added for the PS1 port since the PS1 doesn't support texture wrapping. Faster devices can uses this mode too increase quality. I think it took about 3-4 FPS's off the GP32 port, which is running at 30-40 FPS.

The latest version is starting to look cool, and the texture mapper can be patched with a perspective correct mapper.

Regards
Derek Evans
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Postby Mr X » Nov 17, 2003 @ 7:29am

OK I have uploaded a mildly updated version with low quality walls turned off. There is slightly less warping in the walls, but that is the only difference.

I don't have much to add to StephC's comments. The mediaq has a dismal flip time so performance suffers on the 22xx. I did get a huge performance boast by changing to PocketHal instead of Gapidraw, so that must do better swapping.

I'll do a submit to pocketgamer shortly.

Sean
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Postby wayne » Nov 17, 2003 @ 5:05pm

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Postby Swann » Jan 27, 2004 @ 11:41am

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