yami Posted November 18, 2018 Share Posted November 18, 2018 Is there a better polygone routine available? the right side of the polygones always look very strange. polytest.zip 5 Quote Link to comment Share on other sites More sharing options...
42bs Posted November 18, 2018 Share Posted November 18, 2018 (edited) Is there a better polygone routine available? the right side of the polygones always look very strange. polytest.zi Did you try it on a real Lynx? The handy (based) emulators have some problems with the tilted/stretched sprites. The BLL routines (if you use these) use tilt and stretch and there are of can be rounding errors. Anyway: Great stuff! Edited November 18, 2018 by 42bs Quote Link to comment Share on other sites More sharing options...
+karri Posted November 19, 2018 Share Posted November 19, 2018 The right edge is always terrible. In "Shaken, not stirred" I draw the polygons from left to right. The next road polygon cleans up the rubbish from the previous draw. The last polygon is drawn in earth skin colour. 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 19, 2018 Share Posted November 19, 2018 Your demo is really impressive. Great work. Quote Link to comment Share on other sites More sharing options...
Turbo Laser Lynx Posted November 19, 2018 Share Posted November 19, 2018 (edited) Wow, impressive stuff, never seen anything quite like it on the Lynx. It seems the Lynx can pull of 'Wipeout 2097' Edited November 19, 2018 by Turbo Laser Lynx Quote Link to comment Share on other sites More sharing options...
sage Posted November 19, 2018 Share Posted November 19, 2018 hmm have seen that animation before ... a oxygene stnicc demo remake on the lynx? Quote Link to comment Share on other sites More sharing options...
Cyprian Posted November 19, 2018 Share Posted November 19, 2018 Is there a better polygone routine available? the right side of the polygones always look very strange. polytest.zip Looks promising. Would be cool to have also other Leonard's demo converted to the Lynx: http://www.pouet.net/prod.php?which=108 Quote Link to comment Share on other sites More sharing options...
enthusi Posted November 19, 2018 Share Posted November 19, 2018 I'd rather see this one polished The point of the demo was the 'challenge' to have it run on as many systems as feasible. The Lynx version even at this stage really doesn't have to hide! Well done Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted November 19, 2018 Share Posted November 19, 2018 Enjoyed this through retroarch on my phone, really impressive work! Quote Link to comment Share on other sites More sharing options...
yami Posted November 19, 2018 Author Share Posted November 19, 2018 Thank you. sorry for the stupid bug in the polyfiller. now it is fixed and look much better. polytest.zip 3 Quote Link to comment Share on other sites More sharing options...
enthusi Posted November 20, 2018 Share Posted November 20, 2018 Awww, this looks beautyful now I dig the part before it restarts, hehe. Quote Link to comment Share on other sites More sharing options...
Cyprian Posted November 20, 2018 Share Posted November 20, 2018 nice Quote Link to comment Share on other sites More sharing options...
42bs Posted November 20, 2018 Share Posted November 20, 2018 Thank you. sorry for the stupid bug in the polyfiller. now it is fixed and look much better. polytest.zip In the fpolygon function or your code? Quote Link to comment Share on other sites More sharing options...
yami Posted November 20, 2018 Author Share Posted November 20, 2018 (edited) In the fpolygon function or your code? code splitting n-polygon to 4-polygons. Edited November 20, 2018 by yami Quote Link to comment Share on other sites More sharing options...
42bs Posted November 20, 2018 Share Posted November 20, 2018 (edited) code splitting n-polygon to 4-polygons. Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling? Wouldn't it be faster to store the triangle mesh instead of splitting up? Edited November 20, 2018 by 42bs Quote Link to comment Share on other sites More sharing options...
yami Posted November 21, 2018 Author Share Posted November 21, 2018 rules. dont alter the original date file. Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling? Wouldn't it be faster to store the triangle mesh instead of splitting up? fpoly from bll kit handles 4-polygones. Quote Link to comment Share on other sites More sharing options...
42bs Posted November 21, 2018 Share Posted November 21, 2018 what a shame, I don't know my own code 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted November 21, 2018 Share Posted November 21, 2018 what a shame, I don't know my own code LOL 1 Quote Link to comment Share on other sites More sharing options...
sage Posted November 21, 2018 Share Posted November 21, 2018 I guess it has been a while since you wrote it what a shame, I don't know my own code Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 25, 2018 Share Posted November 25, 2018 Btw we always wondered where that edge jittering is coming from btw? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 25, 2018 Share Posted November 25, 2018 Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling? Wouldn't it be faster to store the triangle mesh instead of splitting up? Polygons can have up to 15 vertices. See our description at www.arsantica-online.com in the stccc section. Quote Link to comment Share on other sites More sharing options...
sirlynxalot Posted November 25, 2018 Share Posted November 25, 2018 Wow this was amazing. Reminded me of Rez for the dreamcast/PS2. Quote Link to comment Share on other sites More sharing options...
sage Posted November 25, 2018 Share Posted November 25, 2018 Btw we always wondered where that edge jittering is coming from btw? The x-position is updated with a fractional number and the width is updated with a fractional number (dictated by hardware). normally, one would update x1 and x2 and loop from x1 to x2. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 25, 2018 Share Posted November 25, 2018 But can that not be altered or optimised with Suzy prestep settings? I have here an example at home some C64 guy did based on handy c source. Quote Link to comment Share on other sites More sharing options...
sage Posted November 25, 2018 Share Posted November 25, 2018 (edited) nope. Just consider the left side of a triangle /\ is having a pixel step left each 5 lines and the right side have one each 7 lines. then the length must change each 5 AND 7 lines. This can not be done with just an adder. (and by two pix each 35 line) Edited November 25, 2018 by sage Quote Link to comment Share on other sites More sharing options...
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