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texcoord3 dx9 prototype #382296
09/06/11 22:40
09/06/11 22:40
8 Images
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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texcoord3 dx9 prototype

Greetings,

I used to be pretty active on this forum under the alias "foxfire" - sadly I have forgotten my password and no longer have access to my old email so I made this new account.

Anyway, these are rendered in real-time dynamically with A7 Gamestudio engine. This was the prototype for my own engine API and has served it's purpose well. The prototype is now retired and I use my own proprietary API in dx11.

If you have any questions or need help coding please ask me! I am always glad to help =]

Also, sorry for the LONG absence from here - I've been VERY busy. DX

-Texcoord3-

Last edited by texcoord3; 09/06/11 23:23.
39 Comments
Re: texcoord3 dx9 prototype [Re: texcoord3] #382609
09/10/11 02:23
09/10/11 02:23
Joined: Sep 2011
Posts: 13
T
texcoord3 Offline OP
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Joined: Sep 2011
Posts: 13
oh yeah two more things:

I found a few more posts he made (at the time I said it was ok) that have false info. In short, just read my bio on my site for accurate information.

Rest assured that most of the technical info I wrote about was correct (the idiot didn't know what he was talking about lol). Some of the ground tactics stuff is inaccurate though as near the end I actually stopped working on it and I think he posted for me by looking at my notes on project. Anyway - I am REALLY sorry if this has effected you. I find it very offensive and I'm sure many of you do too. I should have done something at the time but obviously I didn't want to piss off someone promising me $250 an hour and other crazy shit that a teenager would believe DX

Re: texcoord3 dx9 prototype [Re: alibaba] #382613
09/10/11 07:08
09/10/11 07:08
Joined: Aug 2010
Posts: 131
Iran
Mafia_IR Offline
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Iran
WONDERFUL ... laugh

Re: texcoord3 dx9 prototype [Re: Mafia_IR] #382660
09/10/11 19:35
09/10/11 19:35
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@Tex: Year i would like to see a proper pipeline for GS.

For the limit thing(i dont know the complexity behind it):
Maybe it could be psossible to write a system that alows to add new pieces to the pipeline dynamically. So the user could add his hown parts?
So you dont have to focus on the current shadersystem. If you can create a flexible system somehow, i think nobody would bother laugh


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: texcoord3 dx9 prototype [Re: Rackscha] #382672
09/11/11 02:00
09/11/11 02:00
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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Posts: 13
I will create something in my spare time... no matter what it won't be as flexible as the base engine. I'll just write documentation and do it as an API so that people can use it properly without interfering with their own code. Keep in mind that it WILL be a deferred engine that applies each visible light as a separate pass (which means you will need to figure out ways to do custom materials). Does Gamestudio have some sort of occlusion query support natively?

Re: texcoord3 dx9 prototype [Re: texcoord3] #383191
09/17/11 00:33
09/17/11 00:33
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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ny
incredible work!

Re: texcoord3 dx9 prototype [Re: texcoord3] #383812
09/25/11 18:57
09/25/11 18:57
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
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Carlos3DGS  Offline
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Posts: 513
this looks beatifull


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1
Re: texcoord3 dx9 prototype [Re: alibaba] #386462
11/03/11 09:31
11/03/11 09:31
Joined: Oct 2009
Posts: 90
WickWoody Offline
Junior Member
WickWoody  Offline
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Joined: Oct 2009
Posts: 90
OMG this is amazing buddy ! this is real than real grin

Re: texcoord3 dx9 prototype [Re: alibaba] #386858
11/10/11 00:03
11/10/11 00:03
Joined: Sep 2011
Posts: 13
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texcoord3 Offline OP
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Posts: 13
I have been very busy with school and haven't had time to do any additional work for the last 2 months or so. You can follow my work here:

http://texcoord3.wordpress.com/

The good news is that I will be completing my code in x64/x86 assembly language to make functions such as scene ray-tracing (like c_trace()) extremely fast.

I will write a 'pipeline' for gamestudio this winter as a side project. Honestly it would be a lot more efficient if gamestudio updated to use at least directX10 :\

Re: texcoord3 dx9 prototype [Re: texcoord3] #386902
11/10/11 19:34
11/10/11 19:34
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
good news laugh


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: texcoord3 dx9 prototype [Re: texcoord3] #386911
11/10/11 22:40
11/10/11 22:40
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Posts: 3,751
Canada
Originally Posted By: texcoord3
The good news is that I will be completing my code in x64/x86 assembly language to make functions such as scene ray-tracing (like c_trace()) extremely fast.

The bad news is that I still don't believe that you can handcraft better assembly code than the compiler. Can you please show me two versions of some code snippet, the first the one you crafted and the second one compiled with LLVM/Clang 3.0 (or 2.9) with "-O3 -ffast-math -fstrict-aliasing -flto -funroll-loops"
(Or just show me the C version and I will compile it for you and show you the generated assembly)

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