Test with smooth camera

Test with smooth camera

Hi folks!

It’s been a while I didn’t post anything about Glideout and it made surely suggest you this project was dead!

Enjoy then, because it’s not dead and I have been remotivated but there was some tools I decided to develop like an exporter from Cinema4D to NDS CallList that I will replace by .OBJ Loader. The good point is I learn the f****ing script language of Cinema4D (called C.O.F.F.E.E and a real documentation update will be great from the C4D team…) and the bad point is the time I spent to do this and not really develop Glideout.

Sometimes you must loose time to understand … :)

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View Frustum Culling test

View Frustum Culling test

After one week made of so much tries to undestand and test what i found on LightHouse3D, I have finally made it run!!! \o/

I wanted to run especially the AABox Test which was particularly complicated to do.

Now I can put this algorithm in my future 3D engine for Glideout DS but first I need to test again this algo on my NDS because I’m not sure it is fully optimized with AABox Test on this hardware. There is still the Sphere Test which may save some FPS.

You can find the source code in the download below. There is instructions on how to compile and use it in the README.

Have Fun :D !!!

Download :

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Kooby Volley Screenshot

Kooby Volley Screenshot

Chatting about 3D technics on Dev-Fr irc chan with Pitt, it made reminds me of my first 3D game project named Kooby-Volley which was a remake of Blooby-Volley in 3D with more action … but it remains still in developpement.

As it was my first 3D project, I think there are some stuff (like Object Zbuffering, Hiding objects technics…) that may interrest some dev people.

The code is not much commented and if you have some trouble to read it and understand it, I can help you but I must tell you that code is 3 or 4 years old and there are maybe stuff which I could not explain anymore.

Enjoy! it’s free in the download section 8)

Download :

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What is normally expected ...

What is normally expected …

Arrrghh …. I were so closed to end the configuration of my “perfect” Nintendo Developpement Kit on Linux with DevkitPro and Desmume when I updated my code with the latest libnds.
As I understood, libnds developper modified the glCallList with asynchronously write into DMA.

The nds file I use to test the bug with desmume is in the download section. This is only a demo of a ship moving forward and it works great with the NDS and ensata.

I’ll go back trying to understand desmume code …

Download :

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Avec un seul écran, Beryl c’était déjà bien … mais avec 2 écrans, Beryl c’est encore meilleur. Mais par contre c’est un vrai casse-tête à configurer ( j’ai bien du passer 1 bon mois à ‘googueuliser’ depuis que j’ai récupérer mon deuxième écran…) et il a fallu que je relise la documentation NVIDIA ( que j’avais lu en diagonale la première fois :/ … d’où le titre RTFNM pour “Read The Fucking NVIDIA Manual” ) et alors j’ai compris comment bien configurer le TwinView.

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