3Fermer5
CosmicRLe 05/11/2023 à 18:34
Thank you very much for the kind words guys 🙂👍


Mega Shocked (./2) :
As I understand you only have something like 96 sprites so how the heck are you pulling off so many pixel based sprites? Refering to your first picture with your wire frame. Are you using 16x16 squares? How can you draw so many? Are you using taller sprites based on the calculated angle? Ex: 16x16 ranging up to 16x512 - This is magic to me!

There are 320 sprites on screen in that pic - you have 380 sprites on the Neo Geo so this is well within the Neo Geo's abilities. There is a 96 sprite limit per horizontal line though. I think I only have a maximum of 32 sprites on one line there (each pixel sprite is really a 16 x 16 character square). So yes no problem for the Neo Geo!

blastar (./3) :
a very clever idea for a filling routine on this hardware and I can imagine that it works well for a simple cube... if you can do it in 30fps and maybe even with a light source it would be really impressive!!! boing

Yes that would be something to aim for! I feel that it *may* be possible for me to to do the standard cube at 60fps if I work hard on it. But 30fps I think definitely

One good thing about this technique is that the raster filling routine itself is very fast. So if it was possible to pre-store all the edge positions - it would be able to display something like 25 polygons per display line at 60fps. It would be then be able to display some kind of polygon-based "cut-scenes". It has a lot of limitations though - horizontal sprite limit issues and polygon color change issues. It would need to be planned out very smartly. Getting the right-size pre-stored triangles etc

Not sure if the Neo Geo can store a lot of data though? Is it right that we only have a small space for the program and pre-stored data?