Search found 8 matches

by tinni5
Wed Jun 02, 2010 12:20 pm
Forum: Game Development
Topic: Elysian Shadows 3D?
Replies: 5
Views: 1193

Re: Elysian Shadows 3D?

Yeah, there was a Microsoft Windows CE-based DirectX API for the Dreamcast along with Sega's GL-based SDK. If you take a look at the games made with both, you will see that the ones using DirectX looked far shittier, ran far shittier, and were simply PC ports. Any game that pushed the Dreamcast in ...
by tinni5
Wed Jun 02, 2010 11:31 am
Forum: Game Development
Topic: Elysian Shadows 3D?
Replies: 5
Views: 1193

Re: Elysian Shadows 3D?

He states "As far as i know, i could be seriously wrong, please correct me if i am, most video hardware is targeted towards Microsoft's API which makes more sense in my head as the most desirable approach. Nah, this is actually wrong. The Gamecube, the Dreamcast, the PS2, the PS3, and the Wii ...
by tinni5
Tue Jun 01, 2010 5:36 pm
Forum: Game Development
Topic: Elysian Shadows 3D?
Replies: 5
Views: 1193

Elysian Shadows 3D?

Falco, my brother and i were discussing the finer points of DirectX and he made the point that if you are developing libGyro for Dreamcast, PSP and PC, why not use Direct3D or DIrect2D for the PC rendering? I can't speak for you or the ES dev team but i think its a good point he made. He states &quo...
by tinni5
Tue Jun 01, 2010 5:09 pm
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 181811

Re: What projects are you currently working on?

Currently im working on a completely shader driven framework using c++ and Direct3D 9.0c/10. Previously my framework relied upon the fixed function pipeline for everything and i was limited in a lot of ways. It does provide a nice animation tool so i can make use of engine driven animations or cutsc...
by tinni5
Tue Jun 01, 2010 2:43 pm
Forum: Game Development
Topic: Elysian Shadows Off-screen Tiles
Replies: 12
Views: 2472

Re: Elysian Shadows Off-screen Tiles

Anyway, @OP: you just use the for loop, these methods are only for more advanced cameras which allow zooming and rotation etc He already said he knows how to do it, he was just wondering about the team >.> Ye...so....TAKE THAT!! :) Thanks for clearing it up Falco and everybody else. :worship: May i...
by tinni5
Mon May 31, 2010 10:26 am
Forum: Game Development
Topic: Elysian Shadows Off-screen Tiles
Replies: 12
Views: 2472

Re: Elysian Shadows Off-screen Tiles

Doesn't look like they do. If that is the case, it would definitely make my day ;) According to some forum posts they consider even ASM optimization. I don't think they've missed the easy way. According to the Mario World 1-1 images they are rendering 3500+ polygons which seems excessive in my opin...
by tinni5
Mon May 31, 2010 10:07 am
Forum: Game Development
Topic: Elysian Shadows Off-screen Tiles
Replies: 12
Views: 2472

Re: Elysian Shadows Off-screen Tiles

i wasnt actually asking for tips on how to actually perform tile culling but thankyou anyway lol i was just wondering how the ES dev team do it if at all. Doesn't look like they do.
by tinni5
Sun May 30, 2010 5:46 pm
Forum: Game Development
Topic: Elysian Shadows Off-screen Tiles
Replies: 12
Views: 2472

Elysian Shadows Off-screen Tiles

Hi guys! This is more a question for the developers but if anyone knows, how do you guys go about handling off-screen rendering? I was skimming over the photos on the site when I came across the Mario World 1-1 recreation and noticed the polygon count was 3000+. Not that it would be a problem for to...