Post
by LameGuy64 » March 21st, 2018, 12:25 pm
After some time, here are some updates so far.
I just experimented with 3D skyboxes in Project Scarlet and it turned out looking pretty gorgeous! I don't know of any other PlayStation game featuring this style of skybox but what I've made sure has potential in making really nice skyboxes.
I've also made this large flat test map for fleshing out the 3D platformer controls of the test game. This also shows an untextured model of the character you'll be playing as when this project gets further in development. I didn't texture the map as I want to get consistent 60fps as I haven't started working on optimizing my renderer yet.
I also made 2 new tools for Project Scarlet. One is an animation tool for testing and converting per-vertex animation frames. I was originally going to use a skeletal animation system but found it too complicated and possibly more computationally intensive than per-vertex animation. Also, per-vertex allows for more flexibility in animating characters.
The other tool is an SMX equivalent to RSDTOOL more or less but it lacks coloring and texturing the primitives. It currently only supports ordering the primitives for pre-sorting 3D skybox meshes but I plan to add coloring and texturing capabilities into it soon and maybe even support for RSD files in the future.
My next steps in this project is to get 3D model animations working, 3D platforming and renderer optimizations. I also need to write a few more assembler routines for subdividing shaded polygons and figuring out better recursive subdivision algorithms.
Anyway, I really appreciate the compliments you guys have given.
HatMusic wrote: ↑February 8th, 2018, 1:41 am
This is crazy amazing! The cell shading and big texture is amazing enough, but a whole engine that could make 3D homebrew a more viable thing for the PSX?
I'm excited to see how this develops, particularly as you mention there's a way to go performance-wise - ~45fps already without occlusion and other planned optimisations is great!
Something like this is certainly a rare breed in the PSX homebrew scene as far as I'm aware. I got the occlusion stuff working well enough which improves performance quite a bit but I still need to rewrite intensive parts of the renderer to MIPS assembly in an attempt to achieve 60fps on simple textured maps.
Yeah, I plan to make this engine usable for others to make 3D homebrew development on the console a bit more viable. Though I may have to make a custom license or something where my engine can be used for free for free homebrew projects but you'll need to donate a sum if you've sold enough copies of your commercial homebrew. Dunno exactly how I'll do it but I'll figure it out once this project reaches usable state and is released for everyone to use.
You do not have the required permissions to view the files attached to this post.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.