I actually stopped work on this a couple of months ago, and figured I may as well show you where it has progressed to before it fades forever into obscurity. Essentially it is now a lot faster again, and better illustrates the applications it may have had.
It ceased to be something I could work on without a supply of suitable animated 3d models and without any sense of purpose or application. As such interest has waned and I've moved on to something completely different. Enjoy nonetheless. It will more than likely be my last v3 contribution. Ninjas are rad.
Also I'd be a lot more at ease if somebody with suitable site access would delete all prior versions of this, as they are needlessly cluttering the demo folder.
You said in 1.2 release that you used DMA to drastically speed up the engine. So...how did you get an additional 50% speed increase in the final version?
Still excellent, as always, and the actual animation is really spiffy too.
I'd say we have something like a 32X here, which is really cool. :) Maybe you'll do even more work on it again someday.
A kind of precalculation basically. Some variables are a lot, lot slower than others and in my ignorance of programming I had not acknowledged that. Whereas previously I would have:
for(x=0;x<10000;x++)
{
dma.squad[model[model_number]._world_vertex[model[model_number].current_frame]] = Some crazy operation;
}
Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.