kiero

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  • En réponse à : [slash] Zero Video by Universe

      #19346

      [ only english this time. Use google to translate ]

      If You seriously think that writing engine with 3dhw is just calling DrawTriangle then you know less than than i thought. Even if i would use Opengl (which i DON’T!) it is not that easy. You clearly don’t know what 3dengine is. My engine code is more than 0.5MB c sources. It features all transformations, clipping, lighting, scene graphs, transparent objects handling, particles and much more. Add to that system code (~300KB , screen, music (yes, we have our own mp3 player), image loading (from file or .dat files. all transparent), texture processing and generation, 3d api abstraction), LW support (5-7), effects (for geometry (shadows, texture projection, metaballs, skeletons(bones)…) and image postprocessing), and You will have about 3MB of c source. Software rendering engine is just a bit older and has triangle rasterizers. All pipeline is almost the same. And no, i’m not praising myself:) With this You can do much more than some hexagons or tunnels. All Your demos are all the same. Some spinning objects and simple 2d effects. No progress at all (yes, our demos show progress if You want to know). And please try to write something more complex in optimized assembly. Good luck. Really. Can’t wait to watch it. Now please shut up and try not defent yourself by telling that other are using cheap tricks(aka DrawTriangle) or C.

      Ps. We will for sure make something next year at Slach just to beat your production. See ya and hopefully this was my last post on this forum.

      [ Edit: changed some wording ]

      // Michal ‘kiero’ Wozniak

      // http://www.madwizard.org

      En réponse à : [slash] Zero Video by Universe

        #19312

        @polluxe

        Dans nos démonstrations, je n’ai jamais utilisé l’opengl ou aucun de ses sous-ensembles. Les démonstrations WarpOS utilisent Warp3D et les démonstrations MorphOS utilisent un rendu logiciel (oui, en C) ou rave3d qui sont au même niveau que warp3d.

        [ original version ]

        In our demos i NEVER used opengl or any of it’s subsets. WarpOS demos were using Warp3D and MorphOS demos used software rendering (yes, in C) or rave3d which is on the same level as warp3d.

        a

        En réponse à : [slash] Zero Video by Universe

          #19289

          ok, so now only in english. using translators sucks:)

          1: Henes didn’t translate it for me, he just pointed a link:)

          2: You said our demos are boring (or i misunderstood. Did i say that translators suck?). Fine, maybe for You. There’s lots of people who like this kind of stuff. Not everyone have to like umpa-umpa-kind of music.

          3: Our recent stuff is not boring (i hope) or slow. Much more dynamic music. If You are telling about our stuff, try to talk about all of it. I know it’s for MOS, but AVI versions are available if You can’t watch it and are still interested.

          4: I was talking about Your engine because You used these 8 days as an argument in Your post. Simple.

          5: I don’t want to argue. Just wrote what i think. This is (probably) my last post on this forum. Have more interesting things to do. Still hope that we will be able to compete at some party, and then I will show You:)

          6: To someone else. TBL demos are all and the same for a long time. Nothing new. Just new scenes and very few effects. I have great respect for their work though (guess why we are trying to beat them for 3 years on Mekka/Breakpoint?:)

          // Michal ‘kiero’ Wozniak

          // http://www.madwizars.org

          En réponse à : [slash] Zero Video by Universe

            #19282

            [ French version (babelfish’ed) ]

            Crisot, connerie d’entretien de Don’t. La démonstration que vous avez faite n’a montré rien. Seulement musique jumpy et quelques vieux et simples effets. Très peu conception. Et don’t m’indiquent que vous avez eu besoin de 8 jours entiers pour la faire. Effet de tunnel (un 2d a lieu comme 15 minutes ? 3d un un peu davantage, mais sans grille augmentant it’s pas davantage qu’une heure si vous faisiez les choses semblables avant. Et vous probablement puisque vous faites des démonstrations depuis une certaine heure.)

            Le moteur 3D que vous avez fait n’est également rien fantaisie. Je lui donnerais un jour. Ajoutez l’heure de faire la substance de système (fichue, vous même don’t avez le joueur mp3 !) + un certains code et vous blitting ont votre démonstration. I wouldn’t dépensent là-dessus plus de pendant 4 jours (maximum !).

            Et maintenant vous dites que nos démonstrations sont lentes. Les plus anciens ont été faits pour CSPPC’s (et il thay y a smoooth. Nous ne faisions pas des démonstrations dynamiques sur des classiques.) Le moteur nous avons employé is/was tout à fait l’avançé et choses que nous avons essayé de montrer à puissance priée d’unité centrale de traitement la plupart des fois. D’autre part vous pouvez prendre les démonstrations que nous avons faites pour MorphOS est-ce que (on qui beated vous l’année dernière chez Equinoxe, se rappellent ? Il a été fait sur BPPC) et le récent sur le palier étaient tout à fait le dynamique. Premier court lisse superbe (logiciel rendant une substance trop beaucoup plus complexe que le vôtre) sur G3 (a été fait sur BPPC) Le second était HW accéléré. Sur mon G3/600 il court vraiment bon. Aucuns mouvements saccadés ou quelque chose (oui, j’ai des conducteurs plus rapides d’un peu, mais la vie d’it’s :). Sur G4 il était vraiment lisse. Et nous avons montré bien plus de substance avançée là. Veuillez ainsi, si vous voulez critiquer notre substance, puis rendez d’abord quelque chose de meilleur. Non seulement plus rapidement, parce que je peux également faire un tunnel dans 100FPS ou plus.

            Demo1(AVI) :http://www.madwizards.org/files/mwi-olb_video.zip

            Demo2(AVI) :http://madwizards.planet-d.net/files/mwi+spd-fluffy_digital_snowflakes_final.zip

            EXE: http://www.scene.org

            [ original version for english speakers ]

            Crisot, Don’t talk bullshit. The demo You made showed nothing. Only jumpy music and some old and simple effects. Very little design. And don’t tell me You needed whole 8 days to make it. Tunnel effect (2d one is like 15 minutes? 3d one a bit more, but without grid expanding it’s not more than an hour if you did similar things before. And You probably did since You are making demos since some time.)

            The 3D engine You made is also nothing fancy. I would give it a day. Add time to do system stuff (damn, You even don’t have mp3 player!) + some blitting code and You have Your demo. I wouldn’t spend on it more than 4 days (MAX!).

            And now You are saying that our demos are slow. Older ones were made for CSPPC’s (and there thay are smoooth. We were not making dynamic demos on classics.) The engine we used is/was quite advanced one and things we tried to show required cpu power most times. On the other hand You can take the demos We made for MorphOS (one that beated You last year at Equinoxe, remember? It was made on BPPC) and recent one on BreakPoint were quite dynamic ones. First one runs super smooth (software rendering too. much more complex stuff than Yours) on G3 (was made on BPPC)

            The second one was HW accelerated. On my G3/600 it runs really good. No jerky moves or something (yes, i have a bit faster drivers, but it’s life:). On G4 it was really smooth. And we showed even more advanced stuff there. So please, if You want to criticize our stuff, then first make something better. Not only faster, because I also can make a tunnel in 100FPS or more.

            // Michal ‘kiero’ Wozniak

            // http://www.madwizards.org

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