tried to make game in Java,if time permits I want to port some of the code to masm and optimize it to run at lightspeed
also some old dx9 code, where I experiment with UV scrolling
unfortunatly it produces 0.99mb .exes so I cant include all files
and some other stuff
http://masm32.com/board/index.php?topic=6937.0 (http://masm32.com/board/index.php?topic=6937.0)
it would be nice to evolve sphere made out of loads of halfcircles made with help of trigo LUT,where earliest version loaded a lowres texture 360x180, so angle used in sin/cos pointed to pixel in texture, and the last version had a 3600x1700 huge moonmaptexture
evolve it to instead make use of asm/dx vertices instead of pixels and ability to fly around moon,land on moon etc
would be nice to make some glassbreaking pixelshader, instead of Java when you shoot or walk thru a window
one or more 3d file format loader in asm
You've got a very clear and clean asm style!
And I also like your text formatting, very clear to understand it
thanks
just started with this:
what is useful is to work in an IDE and work on many separate source files for PROC's,tested only with some printouts in a main console test app
maybe useful for many should be 3dmodels in vertexbuffer format in separate source files?
maybe also useful to go thru lot of pics and turn them into .dds files with alpha channel,so all you need is to put them on a quad triangle pointing inward center of screen(test some pics)
maybe it would be useful to start a thread about algorithm/math based optimizations,the advantage it works in Tiny C also or whatever nonassembly language that floats your boat and can be further optimized with assembly also?
maybe try to make hardware accelerated tunnel inspired by Carlos or better fly thru canyon code than earlier?
maybe todo,octree looks interesting