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 | ||
