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Progres 3D: Difference between revisions

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https://dlhb.gamebrew.org/dshomebrew/progres3d4.png
https://dlhb.gamebrew.org/dshomebrew/progres3d4.png


Part V - Almost the same as part III except that here the map can have the size you want, for the example this is a 20x20 map. The image is taken directly from the DS. To test on your DS you must put the test.bmp and test.md2 files at the root of your flashcard.
Part V - Almost the same as part III except that here the map can have the size you want, for the example this is a 20x20 map.  
 
The image is taken directly from the DS. To test on your DS you must put the test.bmp and test.md2 files at the root of your flashcard.


https://dlhb.gamebrew.org/dshomebrew/progres3d5.png
https://dlhb.gamebrew.org/dshomebrew/progres3d5.png


Part VI - Same as the previous part except added camera, which you can move and make it rotate. As a bonus you have the right to a nice effect which depending on the angle of the camera you do not get the same color rendering.
Part VI - Same as the previous part except added camera, which you can move and make it rotate.  
 
As a bonus you have the right to a nice effect which depending on the angle of the camera you do not get the same color rendering.


https://dlhb.gamebrew.org/dshomebrew/progres3d6.png
https://dlhb.gamebrew.org/dshomebrew/progres3d6.png


Part VII - Exactly the same as above except that it now loads an external map file map.txt, that you must place at the root of your linker. To test you must have a flashcard compatible with libFat. In addition, a yellow color is used for the walls and a red color for the floor. You can still move the camera in the same way as the previous project.
Part VII - Exactly the same as above except that it now loads an external map file map.txt, that you must place at the root of your linker.  
 
To test you must have a flashcard compatible with libFat.  
 
In addition, a yellow color is used for the walls and a red color for the floor. You can still move the camera in the same way as the previous project.


https://dlhb.gamebrew.org/dshomebrew/progres3d7.png
https://dlhb.gamebrew.org/dshomebrew/progres3d7.png


Part VIII - In this version the movements are reviewed, if you press the top arrow you move straight ahead and not in a defined axis. There is also an optimization of the 3D functions which went from float to fixed point.
Part VIII - In this version the movements are reviewed, if you press the top arrow you move straight ahead and not in a defined axis.  
 
There is also an optimization of the 3D functions which went from float to fixed point.


https://dlhb.gamebrew.org/dshomebrew/progres3d8.png
https://dlhb.gamebrew.org/dshomebrew/progres3d8.png


Part IX - Now the displacements are better because before it was galley at the level of the speed of displacement/rotation. Now the walls have a brick texture rather than a yellow color and the floor has sat its texture instead of its red color.
Part IX - Now the displacements are better because before it was galley at the level of the speed of displacement/rotation.  
 
Now the walls have a brick texture rather than a yellow color and the floor has sat its texture instead of its red color.


https://dlhb.gamebrew.org/dshomebrew/progres3d9.png
https://dlhb.gamebrew.org/dshomebrew/progres3d9.png


Part X - Looks more like an FPS (the end goal) thanks to the addition of a weapon that Nhut made and a little sound for when you shoot. At the source level everything has been revised for a cleaner code in several files.
Part X - Looks more like an FPS (the end goal) thanks to the addition of a weapon that Nhut made and a little sound for when you shoot.  
 
At the source level everything has been revised for a cleaner code in several files.


https://dlhb.gamebrew.org/dshomebrew/progres3d10.png
https://dlhb.gamebrew.org/dshomebrew/progres3d10.png
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https://dlhb.gamebrew.org/dshomebrew/progres3d11.png
https://dlhb.gamebrew.org/dshomebrew/progres3d11.png


Part XII - You can look up or down (be careful there is no hill so if you go too high for a while you will reverse the y axis). In addition there is now a collision management, which has been setting up in now you will not go past over the walls.
Part XII - You can look up or down (be careful there is no hill so if you go too high for a while you will reverse the y axis).  
 
In addition there is now a collision management, which has been setting up in now you will not go past over the walls.


https://dlhb.gamebrew.org/dshomebrew/progres3d12.png
https://dlhb.gamebrew.org/dshomebrew/progres3d12.png

Revision as of 03:29, 10 September 2021

Progres 3D
progres3d.png
General
Author(s)Cobain
TypeDemo
Version2008
LicenceMixed
Links
[Part 1-13 Download]
Website
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