Posted: Fri Jan 21, 2005 8:11 am
Today was a great day in history for DC Development (haha, for me actually). . .
Today, thanks to Tvspelsfreak, I fixed a stupid mistake I made that pretty much ruined the game.
After I was back on track, I went through and ported the rigorous work of MarauderIIC and me. That's right. The blood engine.
Lemme tell you, I'm so impressed. I knew we didn't work on it all for nothing. I also didn't think all of that dynamic allocation and crap would go too well on the Dreamcast. I'm both surprised and impressed with the results.
I was able to pull ~6,000 particles on screen. I could've pulled more, but I didn't see the need.
Realistically, the engine can do ~3,000 - 4,000 before framerate drops. It doesn't even slow down too much at 6,000.
It also has support for any size poly that you desire as well as any color of the rainbow.
On the note of the colors. There are a total of 7 combinations of colors that have the nice fading affects. Any other color is completely possible and will still look damn good, they just won't fade out.
So, here are some screenshots of the engine in action on the DC:
Tons of red bloodspray.
Transitioning from red to green particles.
Transitioning from green to blue particles.
Another interesting thing is the fact that you can actually see the particles affect the framerate. I can watch the green bar slowly start to creep down as I make more.
And also, don't judge anything by the images except for the number of particles it can do. It wasn't meant to be pretty by any means. It will look awesome when I'm done, those shots were just to show off what I've got so far.
The DC pulled more particles than every computer in my house except for mine and my dad's laptop (both Pentium 4s with well over 2 Ghz). I'm sure it can outdo that closet computer of JSL's any day... :guffaw:
Today, thanks to Tvspelsfreak, I fixed a stupid mistake I made that pretty much ruined the game.
After I was back on track, I went through and ported the rigorous work of MarauderIIC and me. That's right. The blood engine.
Lemme tell you, I'm so impressed. I knew we didn't work on it all for nothing. I also didn't think all of that dynamic allocation and crap would go too well on the Dreamcast. I'm both surprised and impressed with the results.
I was able to pull ~6,000 particles on screen. I could've pulled more, but I didn't see the need.
Realistically, the engine can do ~3,000 - 4,000 before framerate drops. It doesn't even slow down too much at 6,000.
It also has support for any size poly that you desire as well as any color of the rainbow.
On the note of the colors. There are a total of 7 combinations of colors that have the nice fading affects. Any other color is completely possible and will still look damn good, they just won't fade out.
So, here are some screenshots of the engine in action on the DC:
Tons of red bloodspray.
Transitioning from red to green particles.
Transitioning from green to blue particles.
Another interesting thing is the fact that you can actually see the particles affect the framerate. I can watch the green bar slowly start to creep down as I make more.
And also, don't judge anything by the images except for the number of particles it can do. It wasn't meant to be pretty by any means. It will look awesome when I'm done, those shots were just to show off what I've got so far.
The DC pulled more particles than every computer in my house except for mine and my dad's laptop (both Pentium 4s with well over 2 Ghz). I'm sure it can outdo that closet computer of JSL's any day... :guffaw: