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ROM IMAGE

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All of the information needed to create a 3D scene that is 192m x 192m in size. This ROM IMAGE also contains collision detection and AI information.  The whole game can be edited with Photoshop, GIMP , or paint.NET . No programming required just simple drawing rules. This scene contains 4 buildings a street and footpath. Took 9 hours to create(including the creation of three 3D textures). ROM FILE: PNG 13.2 MB. The 3d world can be converted to 2d data in a simple way. This allows for a feedback loop in 3D! I do not like showing the full capability of the engine so ignore this image.  The engine is only 30kB so many versions of the engine can be run in parallel.  This allows for one engine to run while the other updates map data. When completed the engines switch, like an engine version of page flipping.   Development studio used : Notepad.      Make sure to validate your HTML files.   This concludes the research phase of the engine, a commercial product will shortly follow.

MODE 9

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   A fantasy console 3D version of SNES MODE 7 styled technology with 6DOF. It consists of 2048 2D slices. It has multiple overlapping canvases in fullscreen which uses 30% gpu. Each canvas is rendered to by a web worker.  The renderer uses only +, -, &, ¦, <<, >>, integer operations (runs on microprocessors and microcontrollers!) with a fixed point 32:0 0:32 format. The engine is based on a single equation (it is a mathematical model of a set of programming algorithms. This allowed me to turn a nebulous group of algorithms into a solid logical system) . It is volumetric which means processing every "air" voxel. This is extremely inefficient until it starts modelling fog, fire, smoke, and water. Also allows for realistic ballistics modelling which is the path I am taking. Because of fixed point mathematics EACH voxel can be subdivided into 549,755,813,888 sub-voxels!    Runs smooth on Microsoft Edge with 8th gen i7 and intel HD gpu and draws less than 60W. Suc