puppeh information 94 glöps

- general:
- level: user
- personal:
- first name: Julian
- last name: Brown
- demo Windows Spin by Andromeda Software Development [web]
- I flipping love this!
- rulezadded on the 2011-08-06 23:49:59
- demo BBC Micro Demo 128 by The Master [web]
- Just saw this for the first time, fantastic stuff. Seems to have slipped under the radar here though, so here it is! Youtube link.
- rulezadded on the 2011-04-03 13:53:29
- demo Windows Dralowln by Satori [web]
- This is awesome, dunno what you guys are talking about!
- rulezadded on the 2010-10-25 23:40:57
- demo BBC Micro The Master of Your Old School by CRTC
- It should run on any Master yeah (it uses sideways RAM bank 4 though, so make sure there's nothing in there). There'll be some pauses if running from floppy - running from GoMMC works best!
- isokadded on the 2010-09-07 11:51:28
- demo Windows Skellington by Bobby Davro Snooker Experience [web]
- Aay, teapot!
- rulezadded on the 2010-09-06 23:05:40
- demo BBC Micro The Master of Your Old School by CRTC
- http://www.youtube.com/watch?v=GKzCrc9X9Mg
The quality is pretty weak though: my shonky capture card could only manage 25fps, which kind of spoils the 50fps parts of the demo. - isokadded on the 2010-09-06 00:15:12
- demo BBC Micro The Master of Your Old School by CRTC
- No video yet, sorry! If you try the disc image in an emulator, the boot option is wrong so you have to run using "*RUN !Boot" rather than shift+break (I'll upload a fixed version some time). Also some parts are a little broken in BeebEm.
- isokadded on the 2010-09-05 22:19:02
- demo Windows fr-074: 02:20 by Farbrausch [web]
- I like this.
- rulezadded on the 2010-05-04 23:30:48
- demo Dreamcast Wobble by CRTC
- Dbug: oh, I understand what you mean about 3V mode now: yeah, KOS supports that (or something very similar), calling it simply "DMA" mode. But, not all the effects in the demo (particularly the fire) worked when I tried to use that -- probably user error -- so I had to turn it off.
I did implement my own near clipping (needed for e.g. the building fly-through), though no more geometry culling than that (there's not really that much geometry in my demo, heh). I'll keep those optimisations in mind if I ever do DC programming again, for sure :-).
Incidentally, the BP team have uploaded their ultra-nice video grab of the demo here now. - isokadded on the 2010-04-12 14:31:14
- demo Dreamcast Wobble by CRTC
- More interesting stuff, thanks... I was using GCC 4.4, which should be quite capable of optimising nicely for the SH4. There isn't direct support for intrinsics -- there's only inline asm, and since GCC doesn't really understand the vectors or matrices supported on the Dreamcast's specialised SH4, you're stuck with fixed registers for the operands of ftrv & friends. But, it seemed like the PVR was the bottleneck for framerate rather than the CPU, so that's somewhat moot. (Also, as long as you only use a single inline asm per loop iteration, you probably don't lose anything to register shuffling, to a first approximation).
I'm not entirely convinced about the non-standard matrix-order trick, tbh: if you're doing more in your vertex-submission loop than just transforming data and blatting it to the PVR (or a DMA buffer), e.g. doing per-vertex lighting or whatever, then does saving a handful of cycles for the transformation really make that much difference?
The demo uses a 16-bit framebuffer (I'm not sure if 24-bit framebuffers even work with acceleration out-of-the-box with KOS). And, there's no support for tweaking frame buffering, I don't think, unless you rewrite significant chunks of stuff yourself: you're stuck with 2V (I think, using your terminology). So you either have 60fps, or 30fps, or 20fps... - isokadded on the 2010-04-11 13:21:33
account created on the 2009-06-23 16:03:02