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Yeti3d (re)port feedback please!

#16 User is offline   icurafu

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Posted 25 January 2008 - 12:34 AM

isn't yeti3d compatible with the old Cube engine. Could you port some of the old Cube engine opensource games with a little work?

#17 User is offline   Lineus

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Posted 25 January 2008 - 01:39 AM

@Alex.: Thanks! I <3 Sqdef...and all the rest of your games!

@icurafu: The Cube system req's are much higher than the gp2x can handle, but there's hope for the p&|a...

Cube engine home page

This post has been edited by Lineus: 25 January 2008 - 11:11 PM


#18 User is offline   jbrodack

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Posted 25 January 2008 - 09:13 PM

according to the cube engine page the relationship between cube and yeti3d is that yeti3d is: "a GBA engine inspired on cube engine algorithms". Meaning no real source code shared just inspired by cube's way of rendering.

hopefully we'll get that on gp2x level editor. One of the cool features of cube was always the on the fly level editing.

#19 User is offline   icurafu

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Posted 26 January 2008 - 07:25 AM

Thanks for clearing that up jbrodack.

#20 User is offline   fusion_power

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Posted 26 January 2008 - 01:52 PM

QUOTE(jbrodack @ Jan 25 2008, 10:13 PM) View Post


hopefully we'll get that on gp2x level editor. One of the cool features of cube was always the on the fly level editing.

Especially in "Sauerbraten" biggrin.gif This editor really rocks. I'm sure, the Pandora will have no problems with a Sauerbraten Port, including the Edit-Function. ^^


#21 User is offline   Lineus

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Posted 26 January 2008 - 03:17 PM

I just uploaded an updated version to the archive - available whenever they process the file...

Anyways, here's the lowdown:
  • -Added Squidgehack and switched to SDL_HWSURFACE, increasing speed even more
  • -Enabled crawl (mapped to stick click)
  • -Changed the game_init() function to take a map as a parameter, making it easier to change maps.
  • -Added Yeti_Cleanup() function, called by atexit() as an easy way to clean up after the engine... (see main.c)
  • Messed around with some HUD blitting code, but it was slow and crashed, so I commented it out
  • Killed the files font.c and font.h, as they aren't used
  • Had lots o' fun
Yeah... Oh, yeah, it calls the menu now, so no need to use the wrapper.

I included SDL_SWSURFACE and SDL_HWSURFACE versions this time so you guys could help me figure out which way to go. Thanks in advance!

Sorry, no editor yet... but that is in the much distant future, don't worry.

~Lineus



EDIT: Finally available... that took a year and a half... But it's all good, d/l away!


This post has been edited by Lineus: 28 January 2008 - 11:42 AM


#22 User is offline   Lineus

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Posted 29 January 2008 - 02:00 AM

I just contacted ThunderZ about releasing the Yeti3d Pro source, so we'll see what happens. **fingers crossed**

BTW, sorry for the double post. think of it as... a bump. wink.gif

~Lineus



#23 User is offline   jbrodack

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Posted 29 January 2008 - 10:14 PM

QUOTE(Lineus @ Jan 26 2008, 10:17 AM) View Post

I just uploaded an updated version to the archive - available whenever they process the file...

Anyways, here's the lowdown:[list]

[*]-Enabled crawl (mapped to stick click)

~Lineus




probably not a good idea to map anything to stick click since anyone with an f200 can't use it.

#24 User is offline   Lineus

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Posted 29 January 2008 - 10:48 PM

QUOTE(jbrodack @ Jan 29 2008, 05:14 PM) View Post

probably not a good idea to map anything to stick click since anyone with an f200 can't use it.


Well, I just mapped it to the stick because I'm used to Halo... Also, I wa sunder the impression that the stick click could be emulated on F200's by pressing all four d-pad buttons at once... is this true? Anyways, I'm just messing around here, so expect a different mapping when the final product is finished... which will take a long while....

~Lineus



#25 User is offline   kevcal

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Posted 30 January 2008 - 07:44 AM

It can be 'emulated'.. ie you have to implicitly check all 4 are depressed to emulate it smile.gif (I think).
Hexen 2 will be great to see.

This post has been edited by kevcal: 30 January 2008 - 07:44 AM


#26 User is offline   jbrodack

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Posted 30 January 2008 - 07:52 AM

QUOTE(Lineus @ Jan 29 2008, 05:48 PM) View Post


Well, I just mapped it to the stick because I'm used to Halo... Also, I wa sunder the impression that the stick click could be emulated on F200's by pressing all four d-pad buttons at once... is this true? Anyways, I'm just messing around here, so expect a different mapping when the final product is finished... which will take a long while....

~Lineus


I mean the stick click is not a big deal cause as you said its a work in progress its just that for the most part other devs have all abandoned the stick click probably since the start of dpad modded f100s. There was talk that the stick click could be emulated but no dev has done it yet and I think (not sure) theres something with the ways the dpad is made that won't recognize all 4 buttons pressed at once properly.

As a 3d engine is a huge project and you eventually want new content beyond that old demo you might want to consider looking for people to help with creating content while you're working on the engine. Plus if we get to see new (doesn't have to be much) content sooner with these wip releases im sure more people will be interested in the project.

edit: removed double quote

This post has been edited by jbrodack: 30 January 2008 - 07:54 AM


#27 User is offline   kevcal

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Posted 30 January 2008 - 02:14 PM

I think the latest mame source code has support for '4 direction depressed at the same time' stick click emulation... but I may be wrong.

#28 User is offline   Lineus

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Posted 05 February 2008 - 01:19 AM

Hey, just letting you know I'm not dead...

I just recieved the source for the iPhone port of Yeti3D, with enhancements done by Marco Giorgini (official page here) and I plan to make a new release sometime around the corner. This is getting interesting...

Also, I'm just messing around on the side with trying to get Homer's GeMP/RIN to compile for the 2x, as well as the Vectrex emulator vecx, as I've noticed that gex2x has stopped development... but those are just messing around, this is my priority.

I'm really starting to like this project.
~Lineus

This post has been edited by Lineus: 05 February 2008 - 01:20 AM


#29 User is offline   Phaxan

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Posted 12 February 2008 - 08:28 AM

Hi there Lineus

Nice work on this release ! very smooth framerate. By the way, if you look for 2D/3D artist, I could be interested in.

The ZEengine was impressive too, 5000 polys with env mapping running at 25 fps, and the author was saying it lacked of optimization !



#30 User is offline   Lineus

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Posted 12 February 2008 - 11:03 PM

QUOTE(Phaxan @ Feb 12 2008, 03:28 AM) View Post
Hi there Lineus

Nice work on this release ! very smooth framerate. By the way, if you look for 2D/3D artist, I could be interested in.

The ZEengine was impressive too, 5000 polys with env mapping running at 25 fps, and the author was saying it lacked of optimization !



Thanks! Good to know, for the future, when theis thing even gets off the ground - You any good with md2 models?



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