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Re: 3D FPS Example
Posted: July 24th, 2019, 11:46 am
by LameGuy64
I don't think this example is optimized enough to display flawlessly in hi-res mode, since hi-res operates in single buffer mode which demands 60FPS. I don't remember how I coded this demo exactly (its been so long) but you basically want to position both display/draw buffers to the same VRAM location (0,0) when doing hi-res.
Re: 3D FPS Example
Posted: July 25th, 2019, 4:52 am
by MihaiGamerXD
I see what's wrong. Forgot to set "SetDefDispEnv(&disp, 0, 256*ActivePage, SCREENXRES, SCREENYRES);" to "SetDefDispEnv(&disp, 0, 0, SCREENXRES, SCREENYRES);"
Same as "SetDefDrawEnv". So thank you for helping me. And thanks to you, I can make my own 3D game like yours.
Re: 3D FPS Example
Posted: July 8th, 2020, 12:52 am
by PolybiusProxy
Awesome!
Re: 3D FPS Example
Posted: July 20th, 2020, 9:35 pm
by Sjors
There's ways to draw primitives without using the TMD format, but AFAIK it's the default format for complex models. I think it's possible to do some optimizations on these files as well, and there's different GsDOBJ handlers for them that affect performance too. As for collision, I'm not sure how to handle it with Psy-Q. Normally I'd do a raycast and see if I'm hitting a triangle in the direction I'm going, but I don't think this logic is included in Psy-Q, and it might not be feasible on the hardware.