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swapd0

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Everything posted by swapd0

  1. The biggest problem with the Jaguar is that it lacks some cache and write buffers, and without them you can't get great performance into a system with shared memory.
  2. ops, wrong vote. My real option is "No, I don't have a JagCD"
  3. Yeah the blocks must flip, it's a must. Anyway you can have the flip precalculated and remember that you can only see three faces of a block (just like now) so you won't need to draw more polygons.
  4. swapd0

    Heretic

    I think that they are using doom source code, IIRC it's the same engine with the same file format, at least on PC.
  5. Usually I get my fingers burned XD I'll think about it, because I'm not using it too much.
  6. I got a skunk rev 2, is this one different?
  7. IMHO homebrew games should releases his graphics, music, maps and documents, etc.. if someone it's bored can take this assets and port it to other platform.
  8. Done! It's a 64bit console app, sorry it looks like the libusb.dylib it's a 64bit library and I get linker error when I try to compile a 32bit app. You'll need libusb from mac ports. https://www.dropbox.com/s/lz0k56upsuux9p9/jcp.zip
  9. I've downloaded the jcp source code but it doesn't compile on osx, I'm fixing it to use the libusb-1.0 from mac ports.
  10. Where can I get jcp source code for osx? Or a version compiled for mavericks. I've downloaded it but it doesn't work because it needs libusb-0.1.4.dylib and that version is too old to be installed in mavericks, I've a newer version from mac ports.
  11. Swap in/out? WTF! you only need to swap in code (upload if you prefer), never swap out. Some years ago I coded a 3d engine for the Atari ST, I hope to have some free time to setup a dev environment and port it to the jaguar first, and rewrite some parts with the GPU. I think that you can fit all 3d math, polyroutine and scene transversal in the GPU ram.
  12. Fast flat shaded 3d polygons
  13. I mean to force OP to use only one line buffer instead of two.
  14. It's possible to make the OP to use always the same internal frame buffer? Instead of writing in one buffer while is displaying the other one. Thanks
  15. This is me reading this thread and the klax one...
  16. IMHO you should release your VRBasic now even it's not finished, you'll get a lot of feedback from users to improve it and to fix bugs.
  17. The 68k has a 16bit bus, when you write 32bit chunks it's faster because you only use one instruction instead of two (you're saving one instruction decode&execute cycle), but it writes the chunks 16bits by 16bits. Anyway IMHO it's better yo use the OP with scaling so you don't need to draw & clear the playfield, maybe with the bricks precalculated from real 3D models.
  18. is this real or a fake? Sorry I didn't see the zip file with this video some post ago...
  19. swapd0

    j_

    It was coded on BeOS as a command line application, anyway I think that it should be easy to convert, but first I need to find the source code XD
  20. swapd0

    j_

    I want to code again but I have other projects in mind (not Jaguar related).
  21. swapd0

    j_

    Nice, I want to see some technical info about this demo.
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