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#Delphian
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BTW, Spectrum Next #Delphian is currently on hold as more design work needs doing before I can make more progress. I'm going to update my C++ PC version and use that to prototype some stuff before converting new features to Z80.

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Spectrum Next #Delphian progress: not much progress today, just adding circles to the model renderer so that they scale with distance. Also fixed some clipping issues. My 3D model editor already supports circles, so it's easy to add them to 3D models.

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Spectrum Next #Delphian progress: coded up the clipped circle draw code in C++ over lunch, so coded up the Z80 version this evening. Good news is it's working, and it's fast!๐Ÿ˜€ So if I code up dithered "transparent" versions (like Amiga Thunderhawk), I could use it for smoke and other effects...๐Ÿค”

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Spectrum Next #Delphian progress: with a bit of movement code added, this is starting to feel like a game...๐Ÿ˜€ But I definitely need to add the radar display! (adds to To-Do list) As for ship AI, I think I can handle that okay. I did code a lot of ship AI for Elite: Dangerous after all...๐Ÿ˜‰

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Spectrum Next #Delphian progress: added a linked polygon system so that I can link surface detail to a polygon. Also added support for 5-sided polygons. Rearranged some memory too, so models are now in their own bank. Oh, and added some quick lasers too! Next step might be to make ships move...

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Spectrum Next #Delphian progress: must... resist... urge... to... add... cobra mk3... ๐Ÿ˜‰๐Ÿ˜

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Spectrum Next #Delphian progress: I have my own 3D model editor, so it's been upgraded to output for my game.๐Ÿฅฐ Means I can now build a lot of 3D models. I've also optimised the 3D engine code a little too. Should be able to post a new video soon 'cos everyone loves a new video, right?๐Ÿ˜‰

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Spectrum Next #Delphian progress: polygon sorting is now in and working.๐Ÿ™‚ Had it working one way, and then while taking a bath, came up with a better more efficient method. Also optimised the screen clear (actually fixed a silly bug) so it's now twice as fast.๐Ÿ˜€

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Spectrum Next #Delphian progress: fixed a few bugs in my clipping code so all is good now. So added view culling of objects, as well as support for multiple 3D objects. Also added the object sort so distant objects are draw behind near ones. Still need to add polygon sorting, so that's next.

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Spectrum Next #Delphian progress: been happily optimising code, then was having an insane random crash that exploded the screen...๐Ÿ˜ฎ Took a couple of hours to track down... Turns out it's not a good idea to use an LDI instruction inside a DJNZ loop without protection. Z80 lesson learned.

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Spectrum Next #Delphian progress: added fully clipped 3D lines, and also added movement code so I can now fly around my object in space.โ˜บ๏ธ Next comes polygon sorting per object, and then object sorting. I also need to add code to reject objects outside the view cone. Still, I'm making progress...โ˜บ๏ธ

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Spectrum Next #Delphian progress: so clipped quad and tri polygons are now fully working.๐Ÿ˜Ž I can probably optimise the code a bit further... Best thing is: not a single divide anywhere. All done with multiplies ('cos Spectrum Next has a handy 8 cycle MUL instruction).๐Ÿฅฐ Next step: 3D line draw.

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Spectrum Next #Delphian progress: got unclipped quad polygon rendering working during my lunch hour. Also cleaned up the code to support both tri and quad polygons. This evening (hopefully): fully clipped polygons.๐Ÿ™‚

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Spectrum Next #Delphian progress: working on the 3D engine. unclipped triangles are now working. It's using DMA to fill lines, and just CPU on short lines. Some more optimisations to be done, but at least it's working. Next comes all the clipped polygons!๐Ÿ™‚ No problemo!๐Ÿ˜‰

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Spectrum Next #Delphian progress: porting my 3D code from PC to Z80. Object rotate and vertex transform and projection code in and working, and just finished back face culling. Some specialised maths code in there for max speed. Next step: start coding the clipped triangle/quad render code. Easy.๐Ÿ˜Ž

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Spectrum Next #Delphian progress: been busy working on a 3D polygon engine. I've prototyped the system in C++ on the PC (clipped tri/quad rendering plus 3D maths), so now comes the fun part of converting it all to Z80!๐Ÿ™‚ I wrote the C++ code so it would port easy, so hopefully this won't take long...

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Spectrum Next #Delphian progress: WIP from walking around to going into space, and returning to the surface. it's a bit rough in places, but it's still progress so I'm happy.๐Ÿ™‚

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Spectrum Next #Delphian progress: from walking around to flying across a planet, to flying into space... Now I just need to optimise the starfield code a little... then add the planets and the sun when in space. Still, I'm making progress... ๐Ÿ˜€๐Ÿ˜Ž

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Spectrum Next #Delphian progress: decided not to code going into space, but to land the ship (with auto landing) and exit to walk around. Walking around has a different screen surround, plus a larger view (and it runs a bit faster too). ๐Ÿ˜€

Next step: flight into space and adding a starfield... ๐Ÿ™‚

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Spectrum Next #Delphian progress: been working on the transition into space, and it's almost there... just needs a starfield, planets, the sun... Oh well, one step at a time...

I've also been rearranging code to use RAM banks so I only bank in code that's needed. Anyway, starfield next!๐Ÿ˜€

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Spectrum Next #Delphian progress: various changes, and it's starting to feel like a game. Controls and movement are now interrupt driven, so it'll always fly at the same speed no matter what the frame rate. Also added a compass and map coordinates, and added some cockpit graphics, but still WIP.

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Spectrum Next #Delphian progress: added some flight controls (so had to add pitch up/down), and added a few more sprites, so here's me flying around a bit. I think I can live with the frame rate, and perhaps I can optimise the code a bit more. ๐Ÿ™‚

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