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.
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.
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!
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.
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.
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.
Users browsing this forum: RXShorty