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==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. | ||
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[[File:Progres3dds.PNG]] | [[File:Progres3dds.PNG]] | ||
'''Part II:''' | '''Part II [http://www.kracus.eu/files/3D_triangle2.zip (demo file)]:''' | ||
Same pyramid with a texture of stone. | Same pyramid with a texture of stone. | ||
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[[File:Progres3dds2.PNG]] | [[File:Progres3dds2.PNG]] | ||
'''Part III:''' | '''Part III [http://www.kracus.eu/files/3D_cubes.zip (demo file)]:''' | ||
Load from a map. This version is not optimized. | Load from a map. This version is not optimized. | ||
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[[File:Progres3dds3.PNG]] | [[File:Progres3dds3.PNG]] | ||
'''Part IV:''' | '''Part IV [http://www.kracus.eu/files/3D_model.zip (demo file)]:''' | ||
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. | ||
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[[File:Progres3dds4.PNG]] | [[File:Progres3dds4.PNG]] | ||
'''Part V:''' | '''Part V [http://www.kracus.eu/files/3D_cubes2.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds5.PNG]] | [[File:Progres3dds5.PNG]] | ||
'''Part VI:''' | '''Part VI [http://www.kracus.eu/files/3D_cubes3.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds6.png]] | [[File:Progres3dds6.png]] | ||
'''Part VII:''' | '''Part VII [http://www.kracus.eu/files/3D_map.zip (demo file)]:''' | ||
Exactly the same as above except that | 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. | ||
[[File:Progres3dds7.png]] | [[File:Progres3dds7.png]] | ||
'''Part VIII:''' | '''Part VIII [http://www.kracus.eu/files/3D_map2.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds8.png]] | [[File:Progres3dds8.png]] | ||
'''Part IX:''' | '''Part IX [http://www.kracus.eu/files/3D_map3.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds9.png]] | [[File:Progres3dds9.png]] | ||
'''Part X:''' | '''Part X [http://www.kracus.eu/files/3D_FPS.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds10.png]] | [[File:Progres3dds10.png]] | ||
'''Part XI:''' | '''Part XI [http://www.kracus.eu/files/3D_FPS2.zip (demo file)]:''' | ||
Movements are added at the level of the stylus. | Movements are added at the level of the stylus. | ||
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[[File:Progres3dds11.png]] | [[File:Progres3dds11.png]] | ||
'''Part XII:''' | '''Part XII [http://www.kracus.eu/files/3D_FPS3.zip (demo file)]:''' | ||
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. | 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. | ||
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[[File:Progres3dds12.png]] | [[File:Progres3dds12.png]] | ||
'''Part XIII''' | '''Part XIII [http://www.kracus.eu/files/3D_FPStextures.zip (demo file)]:''' | ||
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. | 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. | ||
[[File:Progres3dds13.png]] | [[File:Progres3dds13.png]] | ||
<br> | <br> | ||
[[Category:DS homebrew applications]] | [[Category:DS homebrew applications]] | ||
[[Category:DS homebrew demos]] | [[Category:DS homebrew demos]] |
Revision as of 07:22, 27 Mayıs 2021
Progres 3D | |
File:Progres3dds.PNG | |
General | |
---|---|
Author(s) | Cobain |
Type | Demo |
Version | 29/10/2008 |
Licence | Mixed |
Links | |
[Media:Progres3dds.rar Download] | |
Website |
<htmlet>adsense</htmlet>
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.
Note: The homebrew does not include demo files and they are provided seperately (also available from the official site).
User guide
Part I (demo file):
A pyramid with some lighting effects.
Part II (demo file):
Same pyramid with a texture of stone.
Part III (demo file):
Load from a map. This version is not optimized.
Part IV (demo file):
Chose MD2 to use thanks to smealum. This is the first 3D application with interaction, run by pressing the up arrow.
Part V (demo file):
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.
Part VI (demo file):
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.
Part VII (demo file):
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.
Part VIII (demo file):
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 IX (demo file):
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 X (demo file):
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 XI (demo file):
Movements are added at the level of the stylus.
Part XII (demo file):
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.
Part XIII (demo file):
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.