Posts for Rpahut

Experienced Forum User
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.
Experienced Forum User
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]
Experienced Forum User
Joined: 12/27/2013
Posts: 4
You are a bit late for the party. It was already made clear that people in charge wouldn't want to invest into anything not yet made into a complete feature, where the discussion ended. It is somewhat surprising to see the people who I expected to live to "want it done right do it yourself" philosophy taking passive-resistive positions. What kind of support you are offering, when you say "I might, when it's done"? It is not going to program itself, come work on it. Right now it is merely a concept, but I can assure you there are much more interesting things that can be done, than just extruding a bitmap.
Experienced Forum User
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.