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Progres 3D: Difference between revisions

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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    = 29/10/2008
|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.  
Orogress 3D is started with the 3D openGL lib which is full of exportable platform (linux, mac, windows, java, python, NDS, ...).  


==User guide==
==User guide==
'''Part I'''
Part I - A pyramid with some lighting effects.
 
A pyramid with some lighting effects.
 
[[File:Progres3dds.PNG]]
 
'''Part II'''
 
Same pyramid with a texture of stone.
 
[[File:Progres3dds2.PNG]]


'''Part III'''
https://dlhb.gamebrew.org/dshomebrew/progres3d.png


Load from a map. This version is not optimized.
Part II - Same pyramid with a texture of stone.


[[File:Progres3dds3.PNG]]
https://dlhb.gamebrew.org/dshomebrew/progres3d2.png


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


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/progres3d3.png


[[File:Progres3dds4.PNG]]
Part IV - Chose MD2 to use thanks to smealum. This is the first 3D application with interaction, run by pressing the up arrow.


'''Part V'''
https://dlhb.gamebrew.org/dshomebrew/progres3d4.png


Almost the same as in Part III except the map may have the size you want, for example this is 20x20 map. The image is taken directly from the DS.
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.  


[[File:Progres3dds5.PNG]]
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.


'''Part VI'''
https://dlhb.gamebrew.org/dshomebrew/progres3d5.png


This is the same as the previous section except responsible for managing the camera, able to move the camera and rotate. Entitled to a nice effect that the angle of the camera is not getting the same color rendering.
Part VI - Same as the previous part except added camera, which you can move and make it rotate.  


[[File:Progres3dds6.png]]
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.


'''Part VII'''
https://dlhb.gamebrew.org/dshomebrew/progres3d6.png


Exactly the same as above except now you load a map file (map.txt) you need to place external to the root of your linker. So now if you want to test you must have a compatible linker libfat.  
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.  


Using a more yellow color for the walls and a red color to the floor. Can still move the camera in the same way as the previous projects.
To test you must have a flashcard compatible with libFat.  


[[File:Progres3dds7.png]]
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.


'''Part VIII'''
https://dlhb.gamebrew.org/dshomebrew/progres3d7.png


In this version the movement are reviewed, ie if you press the arrow at the top right before you go and not in a defined axis. There is also a 3D optimization functions that are passed 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'''
https://dlhb.gamebrew.org/dshomebrew/progres3d8.png


Now his best move since before it was a struggle at the speed / rotation. Now the walls are brick texture rather than yellow color and soil texture sitting 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'''
https://dlhb.gamebrew.org/dshomebrew/progres3d9.png


Now the game looks a bit more like a FPS (the ultimate goal) with the addition of a weapon Nhut completely and a small sound when pulled. Sources at all has been revised to cleaner code into multiple 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'''
https://dlhb.gamebrew.org/dshomebrew/progres3d10.png


In this update there anything really new except that the displacement are now at 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'''
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).


Can look up or down (be careful there to not stumbled so if you go too high you get a moment invert the y-axis) and over there now to collision management that has been implemented in the past now you not go over 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'''
Part XIII - In this super, ultra, hyper, mega, giga version, you can see the appearance of the texture system.


In this version, super, super, hyper, mega, giga well, you can see the appearance of the system textures so now it's finally have a solid texture to the ground and old bricks for 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


[[Category:Homebrew applications]]
==External links==
* Author's website - http://www.kracus.eu/index.php?id=12

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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