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Jaguar's polygon pushing "power"


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#101 Jag_Slave OFFLINE  

Jag_Slave

    Moonsweeper

  • 391 posts
  • Location:Kansas

Posted Today, 6:47 PM

View PostAtari_Owl, on Sat May 26, 2012 5:34 PM, said:

View PostVladR, on Sat May 26, 2012 11:52 AM, said:

View PostAtari_Owl, on Sat May 26, 2012 2:03 AM, said:

How many polys depends on what kind of polys, size and if you use the not really very good Atari renderer.
If you run the 3D JAZ demo you can see how many polys/sec the Atari renderer can draw.
OK, here are the details of the scene:
1. Top-Down camera at Fixed Height (for slightly less computations per frame, or even precomputed transformations - though 2MB of RAM is awfully low)
2. Outdoor environment - e.g. Flat terrain (2 tris), but obviously covering whole screen, composed of several tiles (say, ~10) - this could be just a simple , huge, 2D sprite - though I`m not sure If I can combine 2D&3D easily on jag. It would be great if I could just use Blitter and draw the whole 320x200 bitmap in one go.
3. Buildings - about ~10 on average (per scene). Polycount is 12-50
4. Characters - Sprites - there`s no way that from that altitude about 15 meters from ground), you could see some nice textured characters from polygons - that would be just a pixel mess, and since there`s no antialiasing, sprites will look better (at the cost of memory)
5. Props - trees/stones/barrels - probably just sprites, prerendered from different angles
6. HUD - Lower part of screen (say, 15-20% of screen height - depending on how I fit all info into just few lines in that low resolution) - a 2D Bitmap (like in Doom)

Doesnt seem unreasonable.. i wish you the very best of luck and shall eagerly watch progress, when you feel confident to announce something please let me or zerosquare know and we'll put it in the homebrew project list

Speaking of which, could you update the StormWorks section of the home brew page pleaseeeee?

#102 ZylonBane OFFLINE  

ZylonBane

    River Patroller

  • 3,115 posts
  • Location:KC, KS, USA

Posted Today, 6:50 PM

View PostStephen, on Sat May 26, 2012 8:58 AM, said:

The Jag was just not designed for 3D.

Of course it was designed for 3D. The thing has a hardware Z-buffer, hardware gouraud shading, and a color mode (CrY) pretty much purpose-built for depth shading.

It just wasn't made for 3D very well.

#103 VladR OFFLINE  

VladR

    Combat Commando

  • 6 posts
  • Location:Chicago

Posted Today, 10:24 PM

View Postsd32, on Sat May 26, 2012 5:11 PM, said:

VladR, are you thinking about doing a "Grandia 1" type of game for the Jaguar?. Is that the type of engine you are talking about?
Well, I`m thinking of porting my XNA 3D engine & game:





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