x3D
x3D
Maybe some of you remeber that we, cederavic and me, designed a small hand made 3D engine times ago ...
We went back to this for some days and rewrote some more lines.
This program, now called 3xd works using low level code only. No sprite, no OGRE ! This is fast and accurate.
We would like to get some feedback from any interested people about performances and look and feel, using the demo available @
www.serveurperso.com/~cederavic/x3d.rar
Thanks to give such feedback with your configuration details.
Camera = arrows + pageup/pagedown
Rendering modes = f1 / f2 / f3 / f4 / f5
Light = 4 / 6 / 8 / 2 / 9 / 3 NumPad (F5 mode only)
We intent to enhance this pure PureBasic to display 3D models from different format types (demo uses .asc exports from 3DS models).
According to performances we get now, it is clear that large models will not be a trouble.
Rgrds
We went back to this for some days and rewrote some more lines.
This program, now called 3xd works using low level code only. No sprite, no OGRE ! This is fast and accurate.
We would like to get some feedback from any interested people about performances and look and feel, using the demo available @
www.serveurperso.com/~cederavic/x3d.rar
Thanks to give such feedback with your configuration details.
Camera = arrows + pageup/pagedown
Rendering modes = f1 / f2 / f3 / f4 / f5
Light = 4 / 6 / 8 / 2 / 9 / 3 NumPad (F5 mode only)
We intent to enhance this pure PureBasic to display 3D models from different format types (demo uses .asc exports from 3DS models).
According to performances we get now, it is clear that large models will not be a trouble.
Rgrds
My avatar is a small copy of the 4x1.8m image I created and exposed at 'Le salon international du meuble à Paris' january 2004 in Matt Sindall's 'Shades' designers exhibition. The original laminated print was designed using a 150 dpi printout.
Ran at 60fps here (my refresh rate) in all modes. Nice and smooth. I ran it on a Athlon 2400+ laptop (really running at 1800) with 512M of memory and a ATI IGP 64M video card (shared memory).
The only funny thing that I noticed was the engine drops any triangles which touch the edge of the screen rather than clipping them. You may be doing this intentionally to save cycles, but it isn't very pretty.
Other than that, nice work!
The only funny thing that I noticed was the engine drops any triangles which touch the edge of the screen rather than clipping them. You may be doing this intentionally to save cycles, but it isn't very pretty.

Other than that, nice work!
thnx aaron.
The triangles are dropped actually when touching the screen border but it will change quick. This was not to save any calculation but just to bypass some lies of code. THis will not affect global results.
Anyway your configuration is strong enough to render 60FPS. It seems that with less than 2GHz processor this will always be possible if the graphical board has more than 32MB of memory and a fast and recent hardware.
Rgrds
The triangles are dropped actually when touching the screen border but it will change quick. This was not to save any calculation but just to bypass some lies of code. THis will not affect global results.
Anyway your configuration is strong enough to render 60FPS. It seems that with less than 2GHz processor this will always be possible if the graphical board has more than 32MB of memory and a fast and recent hardware.
Rgrds
My avatar is a small copy of the 4x1.8m image I created and exposed at 'Le salon international du meuble à Paris' january 2004 in Matt Sindall's 'Shades' designers exhibition. The original laminated print was designed using a 150 dpi printout.
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Heya. Very nice. I get 60fps consistently.
My system gives a lot of flicker as the resolution builds, and more and more of the bottom of the screen disappears into blackness. But it does that with everything graphics intensive.
My monitor is an NVIDIA RIVA TNT2 model 64. The board has a small problem.
My system gives a lot of flicker as the resolution builds, and more and more of the bottom of the screen disappears into blackness. But it does that with everything graphics intensive.
My monitor is an NVIDIA RIVA TNT2 model 64. The board has a small problem.
Hi dmoc,
Not sure if you've tried this, but 7zip at http://www.7-zip.org/ is pretty nifty and handles rar. Free and opensource.
Not sure if you've tried this, but 7zip at http://www.7-zip.org/ is pretty nifty and handles rar. Free and opensource.
It ran pretty steady on my system.. 72-75 FPS..
One thing I noticed though, is that your z-ordering isn't correct.. The ball which represents the light, is always drawn in front of the duck, even if the light is on the far side of it.. It looked wierd when I moved it around..
Besides that.. Nice work!
One thing I noticed though, is that your z-ordering isn't correct.. The ball which represents the light, is always drawn in front of the duck, even if the light is on the far side of it.. It looked wierd when I moved it around..
Besides that.. Nice work!

AMD Athlon XP2400, 512 MB RAM, Hercules 3D Prophet 9600 256MB RAM, WinXP
PIII 800MHz, 320 MB RAM, Nvidia Riva Tnt 2 Mach 64 (32MB), WinXP + Linux
17" iMac, 1.8 GHz G5, 512 MB DDR-RAM, 80 GB HD, 64 MB Geforce FX 5200, SuperDrive, OSX
@dmoc : no ogl and no dx, 100% software
i've send all files here : www.serveurperso.com/~cederavic/x3d/
@LarsG : only faces are z-ordered, not objects in scene but I work on the z-buffering then no need z-ordering for futur releases
@MadMax : we dont get normals and textures values (there isnt textures for now), we calcul them in real time
@all : thx a lot for your comments

@LarsG : only faces are z-ordered, not objects in scene but I work on the z-buffering then no need z-ordering for futur releases

@MadMax : we dont get normals and textures values (there isnt textures for now), we calcul them in real time

@all : thx a lot for your comments
