Post subject: Introducing FCE3D
Joined: 10/10/2013
Posts: 38
It probably doesn't need much introduction to the members of this forum, but I'm making it official. I am maintaining my own fork of FCEUX with the Voxel Engine that I developed. You can find the crappy web page dedicated to it at http://home.comcast.net/~plotor/fce3d.html. Somehow the video I posted got picked up by some bloggers and went viral. The overwhelming response gave me a second wind and prompted me to get cracking on the Windows side of things. Steps to take: 1) Get OpenGL working in Windows. (Will likely be the kind of option where you must exit the emulator and restart if you toggle it.) 2) Get the existing engine running in Windows. 3) Further progress: Start playing with the background/foreground distinction and add depth layers. If anyone is interested in helping, I'd welcome to assistance. I'm currently tackling step 1.
Joined: 12/27/2013
Posts: 4
Was looking to bring OGL into Windows version too and play with the concept some. Problem is, the code isn't really modular, Windows has pretty much its own parallel independent implementation. So my plan is to first clean up Win code, then hopefully bring it in coherence with Unix version so that more pieces could be moved out of platform-dependent area, then get rid of Win-specific APIs. All of this is general improvements not specific to voxels so I hope to have them applied to main branch actually. Would like to jump right into 3D but honestly, FCEUX now is not prepared for such changes. Currently any new feature will have to be implemented twice and maintained separately for two platforms, which in my eyes is unacceptable waste.
Joined: 10/10/2013
Posts: 38
Just a quick update: I'm not dead. Been unfortunately busy with Real Life stuff, so I haven't been able to dedicate as much time to this as I'd like. Rpahut has been incredibly helpful offering modifications to the Windows code that provide for SDL and OpenGL support. Once this hurdle is complete, the rest of the work should be relatively downhill, since the existing voxel code should work in Windows with very few modifications. The real heavy lifting will just be creating a dialog to tweak all of the settings. Would love to know the following: 1) Is anyone else out there willing to help us get this off the ground faster and 2) Are there any features that people would like to see in future versions of this project? Thanks very much.
Joined: 12/27/2013
Posts: 4
My turn to make an update! Finally got voxel renderer running on Windows. Really should move on and finish switching FCE3D to SDL2, but I've found it is really hard to not just sit there and play with the thing. So, there is basic stereoscopic rendering added to Procyon's code now, with over-under/side-by-side and anamorphic options, hopefully this will suffice to satisfy most 3D TVs out there. There isn't a binary or source ready to be released yet. The code is a terrible mess right now, and there still won't be a point in publishing it until windows-specific stuff is completely stripped out and the most essential features reimplemented in a portable way. But, with some luck, we'll eventually get there. For now here are some fresh pictures. [IMG=649x376]http://i62.tinypic.com/2wri2as.jpg[/IMG]
Joined: 3/30/2007
Posts: 44
Actually looks not bad. Thought of doing batched rendering?
Joined: 12/27/2013
Posts: 4
The goal as I see it now is to sort of extend PPU and make it display 3D objects in place of NES chars, which means rendering with static predefined fragments, which in turn makes VBOs a natural choice. Not going any further with rendering on my own though, can't keep all the fun to myself.