- Jun 26, 2019
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Edit : latest video of my homebrew Sega Saturn game, Hellslave : Project Z-treme :
It doesn't support Quake maps, I converted these maps from Saturn Quake to Noesis, then to an .obj format that I modified in Blender, then I compiled these with my own bsp compiler. It doesn't load/use anything from other formats. As for the open source part, I don't plan to share it in the near future, but one day I will just like I did with Sonic Z-Treme once I gave up on it.Wow! Does this support loading of Quake levels or did you have to do a lot to export the .bsp? That Quake level looks quite stunning with this lighting engine.
Also, is this fully open sourced so people can port this to other systems? I would quite like to see this on Dreamcast with texture filtering, AA and 480p. Would be interesting to see how far the framerate could go. Because if this supports Quake maps and models, this would be a seriously nice engine to make games for. If it supports Quake maps, could it theoretically also support HL1 maps and models?
In fact since that video I added realtime lighting support for the entities (3d models, like enemies and gibs). The Saturn can do more, it's just a matter of finding the time to do everything I want to do, but I'm slowly getting there.Ah ok! Still impressive seeing it running the Quake map! I guess we really didn't get to see the Saturn's 3D pushed to the limits like with PSX, so you being able to do some nice effects like that and still getting playable framerates is really great to see. Sure PSX quality stuff wasn't always possible, but I felt there was still room to show off unique ways to push 3D on the system.
I also only use C for the transformation, so I could get a big boost by using assembly. For the shading/lighting, I have static light precalculated using my BSP tree, depth shading calculated in realtime and I have “dynamic” light effects (red and green, which is just a color table getting updated to change the intensity). So in terms of graphics (if we forget the artistic choices), it’s more or less on par with the Slavedriver : Both engines use 64×64 textures with gouraud shading lighting on each quad. I have a higher resolution (352×224 vs 320×240), but still no “real” realtime lighting effects.
That quote is quite old, but yeah everything is done with gouraud shading, which works well since you need to keep a high polygon count to tile the textures.Awesome videos and an inspiration to keep on cracking with my project (though it's targeting the Dreamcast).
How's the lighting preformed? I assume the static lights are with lightmaps?
Nevermind saw this:
The Saturn can't officially support lightmaps, but I had a technique which allowed something very similar via the VDP2, but at the cost of rendering 2 times each polygon (one with the texture, one with the lightmap).