Tahi - The Arocean War (9-9-09)

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Radkin
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Re: Tahi - The Arocean War (9-9-09)

Post#211 » Sat Mar 12, 2011 12:53 am

I am not for changing the name of the game because that is a pretty tough title to beat. It sounds really interesting and captures your attention. The title does spark curiosity to want to know more about it. Who agrees that the name should not be changed??
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Impulse
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Re: Tahi - The Arocean War (9-9-09)

Post#212 » Sat Mar 12, 2011 1:20 am

Great update. Thanks to Frank and The Reticon team and Bob Dobs for bringing the news.

Bob Dobbs wrote: We want this project to be complete and when it is, our engine will be available to the public, this will change how folks create homebrew games for the Dreamcast, forever.

That's a very compelling piece.

Regarding the name change, I'm more interested in what you would like to change the name to. Tahi is a very unique name though and I think it's stuck with the community. I recommend keeping that name and changing 'The Arocean War' part to something you think is more fitting.

About the sound processor, check over at http://dcemulation.org. They know their stuff for programming the DC. Here's a little sticky that links to their helpful posts: viewtopic.php?f=5&t=2921 Specifically ARM info here: http://dcemulation.org/phpBB/viewtopic.php?f=29&t=27769

Keep up the great work.

PS I would love to see a video of the presentation if one was made.
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RETICON
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Re: Tahi - The Arocean War (9-9-09)

Post#213 » Sat Mar 12, 2011 4:24 am

Thank you for posting my response.
As for the name of 'Tahi the Arocean War' the only part we would change (if any) would be the 'Arocean War' part. We more than likely would not change the name at all since so many people have become accustomed to it, but we shall see.
Last edited by RETICON on Sat Mar 12, 2011 4:25 am, edited 1 time in total.
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RETICON
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Re: Tahi - The Arocean War (9-9-09)

Post#214 » Sat Mar 12, 2011 4:24 am

Impulse wrote:Great update. Thanks to Frank and The Reticon team and Bob Dobs for bringing the news.

Bob Dobbs wrote: We want this project to be complete and when it is, our engine will be available to the public, this will change how folks create homebrew games for the Dreamcast, forever.

That's a very compelling piece.

Regarding the name change, I'm more interested in what you would like to change the name to. Tahi is a very unique name though and I think it's stuck with the community. I recommend keeping that name and changing 'The Arocean War' part to something you think is more fitting.

About the sound processor, check over at http://dcemulation.org. They know their stuff for programming the DC. Here's a little sticky that links to their helpful posts: viewtopic.php?f=5&t=2921 Specifically ARM info here: http://dcemulation.org/phpBB/viewtopic.php?f=29&t=27769

Keep up the great work.

PS I would love to see a video of the presentation if one was made.


Thank you!
I am forwarding this information to one of our programmers as we speak. Any data would be helpful, so thank you very much!
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Re: Tahi - The Arocean War (9-9-09)

Post#215 » Sat Mar 12, 2011 1:17 pm

RETICON wrote:Thank you!
I am forwarding this information to one of our programmers as we speak. Any data would be helpful, so thank you very much!


RETICON,since you said you guys were workings on the rendering engine,I wanted to ask you,are you going for the simple shadow approach(black circle below characters) or something more complex?Would you consider the shadow style of the matt hoffman bmx game for the dc that had some sort of real time shadow mapping going on.I think this was the only game to do this.This looks similar to what they did in tony hawk pro skater but more accurate.
tony hawk dev:Shadows

The code for Tony Hawk for Playstation rendered shadows by rendering black ellipses, one for each segment of the character model, onto the ground. We appropriated that code, made it work on the Dreamcast, but discovered that it looked terrible due to Z-buffer poke-through. We then switched to rendering to a texture and then projecting that texture into the world. We tried to find a good way to render that texture dynamically using light sources and projecting it on the nearest surfaces. And after a lot of passable results Wade and Sean came up with the idea of rendering everything near the skater in two passes: one for the geometry, and another to project the shadow texture on the geometry. This resulted in near-perfect shadows, as they would conform to steps, slopes, and walls. It took Sean some elbow grease to get them clipping correctly so they wouldn't show up on the backside of walls or on both sides of the skater, but the end result was well worth the extra time spent on it.



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VasiliyRS
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Re: Tahi - The Arocean War (9-9-09)

Post#216 » Sat Mar 12, 2011 2:27 pm

We want this project to be complete and when it is, our engine will be available to the public, this will change how folks create homebrew games for the Dreamcast, forever.

Great ! And you gonna release tools for building games ? I want create my own game for dc so much but there is no suitable engine .
i put my attention on CubicVR http://www.youtube.com/watch?v=QXGoPDbv3wk but its development going too slow ,it's still in very early stage but looks nice anyway so you can take a look at CubicVR's source code here http://www.cubicvr.org/index.php?option ... &Itemid=67 i hope it'll help Tahi development.
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mazonemayu
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Re: Tahi - The Arocean War (9-9-09)

Post#217 » Sat Mar 12, 2011 4:58 pm

I'm not sure releasing it is such a good idea (or at least not at first)
I mean you'll just get 5000 cheap tahi ripoffs, with different comic & animeskins, just like it happened with Beats Of Rage
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Anthony817
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Re: Tahi - The Arocean War (9-9-09)

Post#218 » Sun Mar 20, 2011 3:47 pm

I don't think just anybody will be trying to mess with the engine making bad mods, really talented folks can dream of making better homebrew than ever before!

Besides, the options we have for 3d homebrew are really Quake and Half-Life, and Half-Life shows potential, but the PC .dlls haven't been working on Dreamcast yet, and Moi is trying his best, but it takes time.

@cloofoofoo, Shenmue 1 & 2 had real time shaddows too, as did Test Drive Le Mans et al.
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cloofoofoo
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Re: Tahi - The Arocean War (9-9-09)

Post#219 » Sun Mar 20, 2011 10:44 pm

Anthony817 wrote:I don't think just anybody will be trying to mess with the engine making bad mods, really talented folks can dream of making better homebrew than ever before!

Besides, the options we have for 3d homebrew are really Quake and Half-Life, and Half-Life shows potential, but the PC .dlls haven't been working on Dreamcast yet, and Moi is trying his best, but it takes time.

@cloofoofoo, Shenmue 1 & 2 had real time shaddows too, as did Test Drive Le Mans et al.



While those games had shadows its not the same.These are texture based shadows,which most likely require more than 1 pass on the dreamcast(dc had no real multi texture support so it would require multiple passes), and you dont see these type a shadow on the dreamcast often(if ever!).It seems to be real time shadow mapping as opposed to volume modifiers like in shenmue.You could say its kinda like how shadows are done now(x360/ps3)(texture based as opposed to shadow volumes) but not with shaders.And since they are texture based shadow they are pretty much the same shape as the model they are used on,but they have pretty heavy aliasing going on.

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Anthony817
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Re: Tahi - The Arocean War (9-9-09)

Post#220 » Sun Mar 20, 2011 11:20 pm

Shadow Volumes! That is what they are then yeah, I know in NullDC, the volume multiplier would turn off shadows or make them too pronounced, so I see what you are talking about, this is more like a texture drawn on the ground yeah.
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