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{{Infobox homebrew
{{Infobox DS Homebrews
| title       = Progres 3D
|title=Progres 3D
| image       = [[File:Progres3dds.PNG]]
|image=Progres3d2.png
| type       = Demo
|description=A series of 3D textures and models.
| version     = 29 Oct 2008
|author=Cobain
| licence    = Mixed
|lastupdated=2008/10/29
| author      = Cobain
|type=Demos
| website     = http://www.kracus.eu/index.php?id=12
|version=2008
| download    = Media:Progres3dds.rar
|license=Mixed
| source      =
|download=https://dlhb.gamebrew.org/dshomebrew2/progres3d.rar Part 1-13
|website=http://www.kracus.eu/index.php?id=12
}}
}}
Progres 3D (French) is a homebrew project for the NDS. It contains some demos with the use of the 3D openGL lib, which is exportable on many platforms such as linux, mac, windows, java, python, NDS, etc.  
Progres 3D (French) is a homebrew project for the NDS. It contains some demos with the use of the 3D openGL lib, which is exportable on many platforms such as linux, mac, windows, java, python, NDS, etc.  


==User guide==
==User guide==
'''Part I [http://www.kracus.eu/files/3D_triangle.zip (demo file)]:'''
Part I - A pyramid with some lighting effects.
 
A pyramid with some lighting effects.
 
[[File:Progres3dds.PNG]]
 
'''Part II [http://www.kracus.eu/files/3D_triangle2.zip (demo file)]:'''


Same pyramid with a texture of stone.
https://dlhb.gamebrew.org/dshomebrew/progres3d.png


[[File:Progres3dds2.PNG]]
Part II - Same pyramid with a texture of stone.


'''Part III [http://www.kracus.eu/files/3D_cubes.zip (demo file)]:'''
https://dlhb.gamebrew.org/dshomebrew/progres3d2.png


Load from a map. This version is not optimized.
Part III - Load from a map. This version is not optimized.


[[File:Progres3dds3.PNG]]
https://dlhb.gamebrew.org/dshomebrew/progres3d3.png


'''Part IV [http://www.kracus.eu/files/3D_model.zip (demo file)]:'''
Part IV - Chose MD2 to use thanks to smealum. This is the first 3D application with interaction, run by pressing the up arrow.


Chose MD2 to use thanks to smealum. This is the first 3D application with interaction, run by pressing the up arrow.
https://dlhb.gamebrew.org/dshomebrew/progres3d4.png


[[File:Progres3dds4.PNG]]
Part V - Almost the same as part III except that here the map can have the size you want, for the example this is a 20x20 map.  


'''Part V [http://www.kracus.eu/files/3D_cubes2.zip (demo file)]:'''
The image is taken directly from the DS. To test on your DS you must put the test.bmp and test.md2 files at the root of your flashcard.


Almost the same as part III except that here the map can have the size you want, for the example this is a 20x20 map. The image is taken directly from the DS. To test on your DS you must put the test.bmp and test.md2 files at the root of your flashcard.
https://dlhb.gamebrew.org/dshomebrew/progres3d5.png


[[File:Progres3dds5.PNG]]
Part VI - Same as the previous part except added camera, which you can move and make it rotate.  


'''Part VI [http://www.kracus.eu/files/3D_cubes3.zip (demo file)]:'''
As a bonus you have the right to a nice effect which depending on the angle of the camera you do not get the same color rendering.


Same as the previous part except added camera, which you can move and make it rotate. As a bonus you have the right to a nice effect which depending on the angle of the camera you do not get the same color rendering.
https://dlhb.gamebrew.org/dshomebrew/progres3d6.png


[[File:Progres3dds6.png]]
Part VII - Exactly the same as above except that it now loads an external map file map.txt, that you must place at the root of your linker.  


'''Part VII [http://www.kracus.eu/files/3D_map.zip (demo file)]:'''
To test you must have a flashcard compatible with libFat.  


Exactly the same as above except that it now loads an external map file map.txt, that you must place at the root of your linker. To test you must have a flashcard compatible with libFat. In addition, a yellow color is used for the walls and a red color for the floor. You can still move the camera in the same way as the previous project.
In addition, a yellow color is used for the walls and a red color for the floor.  


[[File:Progres3dds7.png]]
You can still move the camera in the same way as the previous project.


'''Part VIII [http://www.kracus.eu/files/3D_map2.zip (demo file)]:'''
https://dlhb.gamebrew.org/dshomebrew/progres3d7.png


In this version the movements are reviewed, if you press the top arrow you move straight ahead and not in a defined axis. There is also an optimization of the 3D functions which went from float to fixed point.
Part VIII - In this version the movements are reviewed, if you press the top arrow you move straight ahead and not in a defined axis.  


[[File:Progres3dds8.png]]
There is also an optimization of the 3D functions which went from float to fixed point.


'''Part IX [http://www.kracus.eu/files/3D_map3.zip (demo file)]:'''
https://dlhb.gamebrew.org/dshomebrew/progres3d8.png


Now the displacements are better because before it was galley at the level of the speed of displacement/rotation. Now the walls have a brick texture rather than a yellow color and the floor has sat its texture instead of its red color.
Part IX - Now the displacements are better because before it was galley at the level of the speed of displacement/rotation.  


[[File:Progres3dds9.png]]
Now the walls have a brick texture rather than a yellow color and the floor has sat its texture instead of its red color.


'''Part X [http://www.kracus.eu/files/3D_FPS.zip (demo file)]:'''
https://dlhb.gamebrew.org/dshomebrew/progres3d9.png


Looks more like an FPS (the end goal) thanks to the addition of a weapon that Nhut made and a little sound for when you shoot. At the source level everything has been revised for a cleaner code in several files.
Part X - Looks more like an FPS (the end goal) thanks to the addition of a weapon that Nhut made and a little sound for when you shoot.  


[[File:Progres3dds10.png]]
At the source level everything has been revised for a cleaner code in several files.


'''Part XI [http://www.kracus.eu/files/3D_FPS2.zip (demo file)]:'''
https://dlhb.gamebrew.org/dshomebrew/progres3d10.png


Movements are added at the level of the stylus.
Part XI - Movements are added at the level of the stylus.


[[File:Progres3dds11.png]]
https://dlhb.gamebrew.org/dshomebrew/progres3d11.png


'''Part XII [http://www.kracus.eu/files/3D_FPS3.zip (demo file)]:'''
Part XII - You can look up or down (be careful there is no hill so if you go too high for a while you will reverse the y axis).


You can look up or down (be careful there is no hill so if you go too high for a while you will reverse the y axis). In addition there is now a collision management, which has been setting up in now you will not go past over the walls.
In addition there is now a collision management, which has been setting up in now you will not go past over the walls.


[[File:Progres3dds12.png]]
https://dlhb.gamebrew.org/dshomebrew/progres3d12.png


'''Part XIII [http://www.kracus.eu/files/3D_FPStextures.zip (demo file)]:'''
Part XIII - In this super, ultra, hyper, mega, giga version, you can see the appearance of the texture system.


In this super, ultra, hyper, mega, giga version, you can see the appearance of the texture system so now it's finished having a solid texture for the floor and old bricks for the walls.  
So now it's finished having a solid texture for the floor and old bricks for the walls.  


[[File:Progres3dds13.png]]
https://dlhb.gamebrew.org/dshomebrew/progres3d13.png


<br>
==External links==
[[Category:DS homebrew applications]]
* Author's website - http://www.kracus.eu/index.php?id=12
[[Category:DS homebrew demos]]

Latest revision as of 04:56, 21 August 2024

Progres 3D
Progres3d2.png
General
AuthorCobain
TypeDemos
Version2008
LicenseMixed
Last Updated2008/10/29
Links
Part 1-13 Download
Website

Progres 3D (French) is a homebrew project for the NDS. It contains some demos with the use of the 3D openGL lib, which is exportable on many platforms such as linux, mac, windows, java, python, NDS, etc.

User guide

Part I - A pyramid with some lighting effects.

progres3d.png

Part II - Same pyramid with a texture of stone.

progres3d2.png

Part III - Load from a map. This version is not optimized.

progres3d3.png

Part IV - Chose MD2 to use thanks to smealum. This is the first 3D application with interaction, run by pressing the up arrow.

progres3d4.png

Part V - Almost the same as part III except that here the map can have the size you want, for the example this is a 20x20 map.

The image is taken directly from the DS. To test on your DS you must put the test.bmp and test.md2 files at the root of your flashcard.

progres3d5.png

Part VI - Same as the previous part except added camera, which you can move and make it rotate.

As a bonus you have the right to a nice effect which depending on the angle of the camera you do not get the same color rendering.

progres3d6.png

Part VII - Exactly the same as above except that it now loads an external map file map.txt, that you must place at the root of your linker.

To test you must have a flashcard compatible with libFat.

In addition, a yellow color is used for the walls and a red color for the floor.

You can still move the camera in the same way as the previous project.

progres3d7.png

Part VIII - In this version the movements are reviewed, if you press the top arrow you move straight ahead and not in a defined axis.

There is also an optimization of the 3D functions which went from float to fixed point.

progres3d8.png

Part IX - Now the displacements are better because before it was galley at the level of the speed of displacement/rotation.

Now the walls have a brick texture rather than a yellow color and the floor has sat its texture instead of its red color.

progres3d9.png

Part X - Looks more like an FPS (the end goal) thanks to the addition of a weapon that Nhut made and a little sound for when you shoot.

At the source level everything has been revised for a cleaner code in several files.

progres3d10.png

Part XI - Movements are added at the level of the stylus.

progres3d11.png

Part XII - You can look up or down (be careful there is no hill so if you go too high for a while you will reverse the y axis).

In addition there is now a collision management, which has been setting up in now you will not go past over the walls.

progres3d12.png

Part XIII - In this super, ultra, hyper, mega, giga version, you can see the appearance of the texture system.

So now it's finished having a solid texture for the floor and old bricks for the walls.

progres3d13.png

External links

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