http://www.raylight.it/blueroses.htm
Its so beutifull... PSX quality 3D on the GBA...
/me is in love...
http://www.raylight.it/blueroses.htm
Its so beutifull... PSX quality 3D on the GBA...
/me is in love...
(00:31:01) (Shinobu) pants
(00:31:39) • Amber looks down
(00:31:50) (Amber) yesh, i remembered 'em
HOLY SHIT!!! Now we know, GBA doesn't have to rival PSX 2D games... now going 3D...
To Personify God Would Be A Blasphemous Affront To The Orderly Chaos Conceiving The Limitless Ensemble
Are you for real!? You better not be messing around or there will be hell to pay if its fake! Oh yeah! Where did you find this out anyway?
Sad Fact of the Week
You're better off making a fool of yourself now than holding back and becoming a miserable one for the next couple of months or years.
Example:
Expressing your feelings to some person you like and they either accept or reject them is better than not expressing them at all and ponder what could have been later.
Tired, miserable, and alone. Just another usual day for me. Two years and counting!
HELLYEAH!!!!!
dude, im trying to beleive this, but it seems too good to be true...
if it is true, its very awesome
Click the link.. watch the movies...
and be prepared to shit yourself...
(00:31:01) (Shinobu) pants
(00:31:39) • Amber looks down
(00:31:50) (Amber) yesh, i remembered 'em
- Thousands of polygons in a single scene
- More than 3000 polygons per second with a 60% of screen coverage.
(Note this performance are computed in an average situation of playing,
- also considering input, AI and the needed processes for a game!)
- Motion capture animation
- Affine texture mapping
- Camera animation
- Skeletal animation
- Skinned characters
- Linear key interpolation for smooth animation
- Morphing support
- Scalable engine for either internal rooms and wide open space
- LOD
- Hierarchial hidden polygons/object remover to reduce overdraw.
- Colorkey polygons
- Glows, Lens FX, Coronas
- Particle systems
- Texture animation support
- All mapping method supported: planar, sphere, face, cylindrical, unwrap, box, tiling, mirroring…
- Multicamera with dynamic FOV
- Automatic maps arrangement in "texture memory" to optimize pipeline rendering
- Possibility to mix 2d and 3d together having 3d polygonal scene with custom 3d sprite technologies already used in our current projects
- Full PC preview using BlueRoses PC technology.
- All that you see as preview on pc you'll see on AGB
Future features:
- Fog table
- Lighting support
- Transparency
Actually, THPS2 did use a small ammount of 3D. The main character wasn't a sprite, but a 3D object. Would have been nice if everything else was 3D though. Figuring out the exact angles for some of the jumps was really tough from that fixed angle.
We know that cloral... THPS3 uses Texture mapped 3d models, but still has the prerendered backgrounds... this here engine would be able to make a full 3D THPS on the GBA.
(00:31:01) (Shinobu) pants
(00:31:39) • Amber looks down
(00:31:50) (Amber) yesh, i remembered 'em
It still looks too good to be true... we'll see though, but those pictures look too sharp for a GBA display, which is limited to 240x160( 80x80 fewer pixels than the standard 320x240 display of past console displays). I didn't watch the videos though, so maybe they do show more than the pics.
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