42bs Posted May 11 Share Posted May 11 Two new intros. As usual they run on Jaguar with GD or BPE/VJ with BIOS enabled. Source on Github. Videos: Â Â Â raytrace_m.j64 raytrace_k.j64 olscroller_m.j64 olscroller_k.j64 11 Quote Link to comment Share on other sites More sharing options...
alucardX Posted May 11 Share Posted May 11 Great work! Quote Link to comment Share on other sites More sharing options...
agradeneu Posted May 12 Share Posted May 12 Is that real time raytracing? Quote Link to comment Share on other sites More sharing options...
42bs Posted May 12 Author Share Posted May 12 Yes. No precalc. 2 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted May 12 Share Posted May 12 Pretty impressive! So its riunning like 0,5 FPS or so? Quote Link to comment Share on other sites More sharing options...
42bs Posted May 12 Author Share Posted May 12 Between 1.7 and 2.5 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted May 12 Share Posted May 12 can you do a parallax scroller, e.g. like in Sonic or Street Fighter 2 (floor persepective effect)? Quote Link to comment Share on other sites More sharing options...
42bs Posted May 12 Author Share Posted May 12 This is ray tracing, so a completely different thing. 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted May 12 Share Posted May 12 30 minutes ago, 42bs said: This is ray tracing, so a completely different thing. Yeah I know😅 Quote Link to comment Share on other sites More sharing options...
42bs Posted May 12 Author Share Posted May 12 1 hour ago, agradeneu said: Yeah I know😅 I don’t understand what you mean then? The checker floor is just a texture. On could use any, but it looks ugly when the spheres are distant if the texture has to many details. Quote Link to comment Share on other sites More sharing options...
Cyprian Posted May 13 Share Posted May 13 (edited) @42bs congrats, rendering looks impressive. I'm interested in technical details like DSP/GPU split/performance difference. Is that code DSP specific, memory write bug workaround?:     loadw   (r1),r0    not   r0    rorq   #16,r0    storew   r0,(r1) Edited May 13 by Cyprian 1 Quote Link to comment Share on other sites More sharing options...
42bs Posted May 13 Author Share Posted May 13 (edited) 1 hour ago, Cyprian said: @42bs congrats, rendering looks impressive. I'm interested in technical details like DSP/GPU split/performance difference. Is that code DSP specific, memory write bug workaround?:     loadw   (r1),r0    not   r0    rorq   #16,r0    storew   r0,(r1) No, nasty re-init. It is only run by the GPU.  loadw => get timer value => high word == 0 not r0 => get real value (timer counts down !) and set high word to 0xffff rorq #16,r0 => get $ffff down storew r0,(r1) => reinit down counter  Edited May 13 by 42bs Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted May 15 Share Posted May 15 Love this! Â 1 1 Quote Link to comment Share on other sites More sharing options...
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