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Graphics > Quake GBA homage 3d engine

#28443 - tomer - Sun Oct 31, 2004 12:30 pm

hi all!
you can all grab a demo of the engine in the main page.
any suggestions/ comments are welcome, or further ideas for new
demo / compilation

the zip file contains:
1) ROM
2) readme.txt
3) screenshots

cheers, Tomer

#28507 - tomer - Mon Nov 01, 2004 10:13 pm

hi!
my name is Tomer, and I setup this demo.

I am currently looking for a gba contest partner!

anyone interested?

#28538 - Cyberman - Tue Nov 02, 2004 3:59 pm

tomer wrote:
hi!
my name is Tomer, and I setup this demo.

I am currently looking for a gba contest partner!

anyone interested?

Hello Tomer, I hope all is well. I examined the engine, it's pretty good. A lot of work went into it I can tell. I assume there is
    No Illumination
    No Lightmaps
    No Collision
    No Gravity

Those things can be added I know (LOL).

What do you need to complete it?
How much ROM space is used by the QUAKE level?
Are you using the QUAKE level directly?
What are you looking for in help/assistance?

Cyb <first post in many moons here>
_________________
If at first you don't succeed parachuting is NOT for you.

#28542 - tomer - Tue Nov 02, 2004 5:44 pm

HI dude!

actually there is dynamic lighting, you can check the screenshots.
I am not loading the level into memory, as it takes too much, although
it is possiable. the level is in rom, and contains data about the bsp.

currently, I don't want to continue with this project. I am now halfway
through with a new renderer, that is inspired by the brilliant architecture
of tomb-raider2. that should be super flexiable + an editor I plan to
write. this is all will be for Windows CE.

I thought maybe for the contest doing a deathmatch arena like in the demo.
Another problem arised -> my compiler configs aren't well. My engine
compiled code is not fast enough, although the algorithms are super fast.
weird, but I know it could get 3 times faster, if the right hand handles
compilation configs.

Cheers, Tomer

#28546 - Cyberman - Tue Nov 02, 2004 6:17 pm

tomer wrote:
HI dude!

actually there is dynamic lighting, you can check the screenshots.
I am not loading the level into memory, as it takes too much, although
it is possiable. the level is in rom, and contains data about the bsp.

Hmmmm I didn't notice it in the demo but hey I can be wrong! :D

tomer wrote:
currently, I don't want to continue with this project. I am now halfway
through with a new renderer, that is inspired by the brilliant architecture
of tomb-raider2. that should be super flexiable + an editor I plan to
write. this is all will be for Windows CE.

So you are depending on CE graphics subsystem for handling the rendering? (IE DirectX)
Is it possible to port to a GL like interface?

tomer wrote:
I thought maybe for the contest doing a deathmatch arena like in the demo.
Another problem arised -> my compiler configs aren't well. My engine
compiled code is not fast enough, although the algorithms are super fast.
weird, but I know it could get 3 times faster, if the right hand handles
compilation configs.

Cheers, Tomer

The GCC compilor is a bit odd for optimizing things at times. I noticed a few things. The WRAM wasn't touched. (Not a big suprise but..) IRAM was heavily used, but did you place functions in IRAM for tighter rendering coupling or was this just data?

I've thought of a few 'simple' ideas to gain better use of the ROM however I doubt this is the appropriate place to discuse it. Your primary problem will be with ROM usage. As you are at 4megs now and the game competition critera is for a much smaller 'volume' of space (4mbit), space is your biggest problem for that.

A death match requires a few things, not an easy idea to implement, and it's requirements for the other consoles might be equally interesting to deal with.

Cyb - All else is PM ;)
_________________
If at first you don't succeed parachuting is NOT for you.

#28549 - tomer - Tue Nov 02, 2004 6:35 pm

the demo does not contain lighting.

#31843 - thereaperofsoulstocome - Wed Dec 15, 2004 5:20 am

"you can all grab a demo of the engine in the ***main page*/***.
any suggestions/ comments are welcome, or further ideas for new
demo / compilation"


WELL KICK ME IN THE ARSE AND PUT A NEWBIE SIGN ON MY BACK I LOVE QUAKE BUT I CANT FIND THIS "MAINPAGE" YOU SPEAK OF?

sorry bout the caps .. didnt want the quot to get confused with what i was trying to ask
lata
_________________
give and take
its not like you were never a newbie

sewwing the fate of the obsolete
the fear of all programmers worldwide
"alzhiemers"

#31852 - DekuTree64 - Wed Dec 15, 2004 6:32 am

I believe it was the main page of http://www.gbadev.org when this post was new. You should be able to find it in the demo section or news archives now.
_________________
___________
The best optimization is to do nothing at all.
Therefore a fully optimized program doesn't exist.
-Deku