flat assembler
Message board for the users of flat assembler.
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rCX 29 May 2009, 15:21
Really cool. I wish I had that much skill
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29 May 2009, 15:21 |
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Alphonso 30 May 2009, 03:18
bitshifter wrote: Hi Alphonso EDIT: Looking at the file dates the source is newer than the executable Code: 27/05/2009 17:21 266 readme.txt 30/05/2009 10:22 <DIR> API 30/05/2009 10:22 <DIR> EQUATES 30/05/2009 10:22 <DIR> TEXTURE 27/05/2009 17:34 9,728 fps.exe 13/02/2009 18:40 766 fps.ico 28/05/2009 15:40 25,524 fps.asm |
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30 May 2009, 03:18 |
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bitshifter 30 May 2009, 11:59
Hey thats funny, i may have had a mixup with all these files here.
Or maybe the zip was corrupted because they should be the same age. I think this new version is going to produce some good results for people. Anyway it seems that any of the changes i made are for the better. So far so good on the poll, were at a solid 5 and 0. |
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30 May 2009, 11:59 |
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Dreamz 10 Jun 2009, 16:00
Hey,
nice!! Its amazing! it does not go very smooth, probably cuz im in safe mode lol btw i use blender to make models, its awsome, and free. blender.org and it has a built in game engine |
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10 Jun 2009, 16:00 |
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bitshifter 18 Feb 2010, 09:26
New version!
Minor changes: 1) Rearranged code/data sections (some anti-viri complain) 2) App icon now loaded from exe resource instead of file. 3) New control, F1 key now minimizes the window. 4) Message pump and window proc changed to monitor window focus. Now when the window loses focus it frees up CPU usage (dont be a hog) Have fun _________________ Coding a 3D game engine with fasm is like trying to eat an elephant, you just have to keep focused and take it one 'byte' at a time. |
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18 Feb 2010, 09:26 |
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macgub 19 Feb 2010, 09:55
@bitshifter
Maybye it's silly question, but from where can I download your app |
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19 Feb 2010, 09:55 |
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revolution 19 Feb 2010, 10:00
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19 Feb 2010, 10:00 |
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macgub 19 Feb 2010, 11:44
OK, thanks. Earlier I don' see any attachment there. It sometimes dissapear. I don't know the reason.
Cool demo EDIT OK, I know the reason. That attachment is only for users that loged in. |
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19 Feb 2010, 11:44 |
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tthsqe 27 Feb 2010, 21:33
Does anybody have a example of using openGL in 64 bit code?
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27 Feb 2010, 21:33 |
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edfed 12 Mar 2010, 11:31
maybe render will be better if you use 8 images for the walls instead of 4.
then, it will be an octogonal border instaed of square border, and render will be better. there is a bug when exiting the program. Code: FPS caused a page fault in the module KERNEL32.DLL at 015f:bff7a128. Registers : EAX=0e829528 CS=015f EIP=bff7a128 EFLGS=00210206 EBX=004ac6b4 SS=0167 ESP=0053fd64 EBP=0053fd98 ECX=00000000 DS=0167 ESI=004ac5d0 FS=68bf EDX=3f800000 ES=0167 EDI=0e82960c GS=0000 Octets à CS : EIP : 89 51 08 8b 53 08 8b 43 04 8d 8b 0b 10 00 00 c1 stack state : 0053fd98 004ac5d0 00410000 0001f570 bff7b30e 00410000 004ac5d0 000000e4 00000200 00415940 0000ffff 0001f570 004ac5d0 0053fde0 bff7b953 00410000 thanks for this code. i will try to play with for image rendering. see you later! |
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12 Mar 2010, 11:31 |
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Madis731 12 Mar 2010, 13:23
Sky-box is usually 6 images ±X±Y±Z
Where do you put these 8 images? I can think of 14 images where there are 6+8 images. These extra 8 images are on each corner of the skybox to about 25% of the length/width/height. ...and the error happened on which OS, Service Pack, graphics card, RAM/CPU etc. |
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12 Mar 2010, 13:23 |
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edfed 12 Mar 2010, 13:48
win98.
when i click the skull, it will redim the explorer window, and the mouse cursor will act as if it was in the skybox. i presume a worse implemented hinstance or something like this. because if it works under win98, but bugs, it means there is a bug. and for a better win application, i think the best is to do them always compatible for win98, because it is sure to work under earlier versions. and for the skybox, i see this: +X,+XZ,+Z,+Z-X,-X,-XZ,-Z,-Z+X and the sky with only +Y,-Y then, the horinzon will be an octogon. and angles will be smoother. |
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12 Mar 2010, 13:48 |
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typedef 30 Apr 2011, 02:59
I liked it and it wasn't lagging like High Level Language compiled OpenGL programs.
You should make a game in asm.. It runs very smooth on my PC. |
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30 Apr 2011, 02:59 |
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bitshifter 30 Apr 2011, 05:12
New version with minor changes...
1) Min processor now = Pentium PRO due to FPU instructions (fcomi,fcmov*) 2) Camera rotation math only recalculated during mouse movements. 3) Font generation code rearranged to shave a few instructions. 4) Perspective and Orthographic matrices now precalculated for later use. NOTES: 1) Orthographic projection puts pixel [0][0] at top left unlike the standard OpenGL style with [0][0] at bottom left. 2) To use less CPU simply uncomment the Sleep call. 3) Some GPU do better with depth test enabled, others not. If you get slow frame rates, try commenting glEnable,GL_DEPTH_TEST out. 4) Some GPU also do better with bitmap font, you can use my wgl Font code instead. Get it here: http://board.flatassembler.net/topic.php?t=9885 If people continue to show interest, i will continue to update the code... Also, if a moderator could delete the POLL from this thread, thanks. |
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30 Apr 2011, 05:12 |
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revolution 30 Apr 2011, 05:27
bitshifter wrote: Also, if a moderator could delete the POLL from this thread, thanks. |
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30 Apr 2011, 05:27 |
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ctl3d32 30 Apr 2011, 12:00
Nice! Thumbs Up!
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30 Apr 2011, 12:00 |
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Coty 03 May 2011, 15:13
Wow I can't believe I never noticed this at all
Hey bitshifter, this is great! Are you making a full 3D game like this? It would be great, my netbook hits over 103 - 120 fps! So far its the fastest running 3D demo I have tried on it Maybe it will slow down when it begins to get more things to render... |
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03 May 2011, 15:13 |
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bitshifter 04 May 2011, 06:55
< Are you making a full 3D game like this?
This is just a toy, my main project is a full-software driven 3D engine. I really need resource developers for sounds/models/textures and such. |
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04 May 2011, 06:55 |
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edfed 02 Jul 2011, 01:14
do you think it is possible without a lot of modification of your code to do the fps with this image?
http://fr.wikipedia.org/wiki/Fichier:Milkyway_pan1.jpg it can be cool to have a universe fps, with accelerated time, then, we can see planet rotation. |
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02 Jul 2011, 01:14 |
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