News:

PlayBASIC2DLL V0.99 Revision I Commercial Edition released! - Convert PlayBASIC programs to super fast Machine Code. 

Main Menu

Recent posts

#1
Chat / Re: Revision 2024 - March 29th...
Last post by kevin - April 06, 2024, 10:17:20 PM
  Timelapse of Revision 2024  -- WOW


 
#2
Chat / Re: Revision 2024 - March 29th...
Last post by kevin - April 01, 2024, 11:43:36 PM

  Revision 2024 - Compo - Amiga Demo

 


  Timestamps:
00:00:00 Intro
00:01:00 vvologdegdegdegdegde by Outsiders & RUSSiAN PRESTiGE
00:03:17 Astral Planes preview by !ZAJC!/GDS
00:05:24 TM2: Attack of the Ego Bots by ZMS
00:13:57 Depeche's Mode Demo by Spreadpoint
00:17:12 Rewardision by Complex & Scoopex & Offence
00:23:45 As good as new by Offence
00:29:06 Backslide to Arcanum by Cosmic Orbs
00:34:59 Vintage Glow by X-Men
00:38:27 PAINT by MELON
00:41:51 VAAU by Numpties
00:45:26 The Colour Out of Space by Amiga Skool
00:49:33 The Deep Meet by Darkage



Revision 2024 - Compo - PC Demo



Timestamps:
00:00:00 Intro
00:01:09 Concoction by Copernicium
00:04:05 the debate by u+1f35e
00:05:18 Speed Kristers 2024 by Speed Kristers
00:06:39 Mivan? by Adsr & Feryx
00:08:59 Apotheke by ponk (visual) + baya (music)
00:14:35 Endtheme by DrSnuggles
00:17:46 Vertical Hold by Sirocco/NoOP
00:26:13 Tannhäuser Gate by Suspend and Friends
00:34:32 Back in Business! by Diverse Unified Business
00:36:17 Harvest by Damage
00:42:02 Overdrive by Corry van de snackbar & Hans met de ballen
00:43:29 Evoke 25 by LJ & wayfinder
00:47:19 Oneirophrenia by Hork
00:52:53 Every little thing all together by shantee
00:56:07 Infinite by Aberration Creations
00:59:57 Eleventh Hour by Slay Bells
01:02:40 Rainmaker by Byterapers & Doomsday
01:08:49 ASURA by MFX
01:13:58 Sisyphus Unchained by Andromeda Software Development
#3
Chat / Re: Revision 2024 - March 29th...
Last post by kevin - March 30, 2024, 09:05:18 AM
Revision 2024 Opens:


Revision 2024 - Compo - Oldskool Music

Timestamps:
00:00:00 Intro
00:01:07 Hot Damn by Buhlean
00:03:50 Long time no chip by Turbo Knight & Rapture
00:11:30 Firsto Kissu by AceMan / Resistance^Dreamweb^Agenda
00:14:03 I wish I was at Revision by Proton of Finnish Gold
00:17:59 Waveform 'I'm a dirty spammer11'tail by Jogeir Liljedahl / MoN
00:21:42 Spin, Crazy World by LFT
00:25:47 Electric Man by JosSs / Software Failure
00:28:44 Wandering Zone by Komojo
00:30:15 Wigged by Curt Cool / Depth & Nah-Kolor
00:33:06 Five-Week Gut Challenge by Electrolandler
00:35:05 Kuusamon kiehinen by moraff / gorbat soft
00:37:34 KlausF by chlumpie
00:39:56 Pixel Waves by SoDa7
00:42:54 Whistling in the Spring by 505 & mOdmate/SMFX
00:45:37 Thin Ice by Aki
00:49:17 ReVCSion  by Triace


Revision 2024 - Compo - Tracked Music

 

00:00:00 Intro
00:01:38 the flow by teo
00:05:07 Groove Operator by Triace/Desire^Insane^Retroguru
00:08:53 Ode To Amiga by LMan
00:11:48 Roguecraft by Jogeir Liljedahl / MoN
00:16:07 Coffee at Morning by SoDa7
00:19:28 Fireworks by Alex Menchi
00:22:26 ♃)=- Makoto Loves Tofu -=(♃ by Syntheslav
00:26:27 Return by Bacter & Saga Musix
00:30:46 prod.e.u.s.mechafx#4001 by e!ghtbm/futuris^joker
00:33:45 Space is the Place by Subi / Desire
00:37:48 夜の声 (Yoru no Koe) by AceMan / Resistance^Dreamweb^Agenda
00:41:58 Crypt'o Dolory by gandbox and doh
00:45:06 saint lager by laamaa
00:47:44 Track Tracking by zabutom / Razor 1911 & dubmood / Razor 1911
00:52:15 Surveillance by Hoffman & Daytripper
00:56:05 Can Your AI Do This by Virtua Point Zero




#4
Chat / Revision 2024 - March 29th to ...
Last post by kevin - March 20, 2024, 08:05:12 PM
Revision 2024 - March 29th to April 1st


https://2024.revision-party.net/
#5
3D Development / Re: Build a basic 3D Render En...
Last post by kevin - March 17, 2024, 10:20:49 PM
Quotei actually did use the G2D - 2D OpenGL library a few years back.
i converted the first 3D engine i made to use this. it worked, but the framerate was almost the same speed. just a few fps faster.

  Yeah.. can't say I'm terribly surprised as swapping calls just shifts burden from one thing to another.  If the total routine takes 20ms say to do a thing and we switch out a call to something that's only costing a two milliseconds of that total, we're not going to win those 18ms back. 

  If we swapped from  dots -> strips -> triangles..  Obviously drawing tri's removes the burden from the cpu side (the cost per pixel plumets), but a loop like the one above isn't ideal for concurrency.  What I mean is a loop of draw triangle calls isn't just building up and being done by the driver in a queue later in the background; rather we're only winning the overlapping render time of the last call..

  Ie.

  TriC x1,y1,z1 ,x2,y2,z2,x3,y3,z3, colour 
  TriC x1,y1,z1 ,x2,y2,z2,x3,y3,z3, colour

  For lp =1 to 100000
      a=b
  next
  end

  So to draw this we setup the call and call the driver for each TRI.  But this creates two stalls (waits)  we loss time setting it up, and once we call TRI we're not going gaining anything as the next call requires the gpu immediately after.  So we wait fro it finish and setup it's state and call the driver again.. 

  The second call gives up a benefit, as the call returns immediately back to the primary thread, but the rendering is taking place whenever the gpu can do it. So provided we don't do any graphics stuff we end up with an asynchronous result.  So it's rendering while the cpu is doing the for/next thing.   

  So there's this balancing point between the two sides..


Quotewhen i tried this on my newer computer it farted. the program would not even run.
my old graphics card was a GTX 970 (above worked) and the newer graphics card is RTX 3070 (not happy Jan).
my new card won't even display 16 bit or 24 bit fullscreen modes. 32 bit only.

  aren't drivers wonderful ! :)   

  I've not run into a system where they don't work (given it's GL1) but that doesn't mean much..
 

Quotesince there are the different camera modes, i could try again using them. maybe they would work?


  maybe, but given there still 2D..  There's no z buffer / perspective in that stuff.  Those old PBFX demos have a real 3D mode in them (z buffered) it's a matter of worker out how to create meshes through the sprites..  Don't ask me.. I don't remember !
 


#6
3D Development / Re: Build a basic 3D Render En...
Last post by stevmjon - March 16, 2024, 07:47:29 PM
i actually did use the G2D - 2D OpenGL library a few years back.
i converted the first 3D engine i made to use this. it worked, but the framerate was almost the same speed. just a few fps faster.

when i tried this on my newer computer it farted. the program would not even run.
my old graphics card was a GTX 970 (above worked) and the newer graphics card is RTX 3070 (not happy Jan).
my new card won't even display 16 bit or 24 bit fullscreen modes. 32 bit only.

since there are the different camera modes, i could try again using them. maybe they would work?
#7
3D Development / Re: Build a basic 3D Render En...
Last post by kevin - March 16, 2024, 09:38:11 AM
Quotei know PB uses legacy direct X (direct draw), but is it possible to add an openGL 3D pipeline, so the user can use parallel computing for faster rendering?

 Sorta, as it's not a matter of few late nights translating dd calls for gl calls, which people seem to think.   There's various projects around the forums already ( [plink]PB GL library[/plink] * PBFX 2D CORE)


 Even if you swapped one for the other; it wouldn't benefit the way you think.  Take a look at this loop. 

 i.e.

  For poly=0 to Number_Of_Polygons

      // read the vertex data

      //  draw this thing
      tri x1,y1,z1,x2,y2,z2,x3,y3,z3 
   
  next 

 
   Imagine the rendering request is be passed off to the GPU to be drawn off the main thread.   So the first time the loop runs the gpu is sitting there doing nothing while we grab some vertex data for the polygon.  When we hit the tri command the call passed this job to the gpu and the loop continues. 


   But what happens on the second loop and it gets to draw the tri ?  It has wait until the last one is drawn before the next one can be processed.. This turns out to be really inefficient


   The point i'm making is these api's effectively want all the data managed on their site of the conversation and as such, a draw request will draw batches of polygons all in one call..


 
QuotePB FX have any of this?

    Yep..way back in 2007... 

   

    it's mostly identical on the surface ( meaning the idea was to have most things run out of the box) , but things like the newer camera modes you'd have to dig through whatever examples still exist for it.. and there's various differences. none of which can recall   


#8
3D Development / Re: Build a basic 3D Render En...
Last post by stevmjon - March 15, 2024, 02:41:34 AM
just wondering, i know PB uses legacy direct X (direct draw), but is it possible to add an openGL 3D pipeline, so the user can use parallel computing for faster rendering?

the main slowdown is i render brute force (per pixel).

i know legacy direct x had 3D games, so even if the parallel component was just x8 or x16, that would certainly help. did PB FX have any of this? i did see it supported 3D when i read the info about it in the development stage, but i didn't get into it at the time because i wasn't sure how to use it (i didn't see any getting started tutorials). it wasn't beginner friendly i mean. but with the knowledge i have in 3D now, i could certainly take a look at it if that is recommended.

   stevmjon
#9
3D Development / Re: Build a basic 3D Render En...
Last post by kevin - March 13, 2024, 10:19:24 PM
Steve,

Quotedidn't originally intend for the program to get this big. been workin on it for about a year now.not sure if i should add more or start a new project?

   Dude, I wish i had some useful advice,  I really don't know what to tell you ! 

Quotei was thinking of re-writing this with a better set up, as i didn't know what data needed to be shared.
a lot is copy/paste with an edit. it is getting harder to add to the code, as i need to adjust it in many area's, so a re-write would make it smaller and easier to grow.

   Yes sadly this such a problem as programs get bigger... Once the surface area of them grows adding new features / changes existing features become more laborious..  I suffer from this situation a lot these days, trying to change anything in a big code base is tedious.   

    If you want I can pick through and try and give some assistance.  Which really is making libraries out of the various underlying elements.   Which allows for the functionality to be shared/exported between projects easier, but as the surface area of the interfaces get bigger,  around we go again! :)   


Quotei was thinking of a 3D editor with all polygons, so you can make any shaped object you like?
there is already free stuff that does this, but i am doing this for the challenge and the fun of it.

    Anything in that space would be cool..  Ideally something that a user can import and just write their code on top of.   So the editor has a set of libraries a user can import and use to load/show objects in their code. 
 
    I dunno...  but something that helps us move in that next direction is needed..  but as you know building big things a hard !

    Enjoy ! :)

#10
Game Design / Llamasoft: The Jeff Minter Sto...
Last post by kevin - March 13, 2024, 08:59:31 PM

 
  Llamasoft: The Jeff Minter Story - A Celebration of a Llegend - Beyond The Scanlines #106