Csillámtrace - my new graphics engine

Practical and theoretical implementation discussion.
sirpalee
Posts: 22
Joined: Mon Nov 28, 2011 3:23 pm
Location: Madrid

Re: Csillámtrace - my new graphics engine

Postby sirpalee » Tue Jan 28, 2014 2:40 pm

The link brings me to the main page. Are you redoing the survey?

Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Thu Jan 30, 2014 1:09 pm

Csontos kezünkbe a nyomor
Ezer év rúnáit véste

Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Sun Jun 08, 2014 2:03 pm

fixed some bugs in the ssao. two component in a vector was bad.

also, i made some notable speed improvements in the scene update, but more speed-ups coming soon.
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Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Mon Oct 13, 2014 2:14 pm

i started to optimize 2d sprite rasterization, becouse it was too slow. the goal is to reach 60% performance gain in typical cases. this is nearly reached.
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ultimatemau
Posts: 11
Joined: Wed Jan 08, 2014 9:48 am

Re: Csillámtrace - my new graphics engine

Postby ultimatemau » Mon Oct 13, 2014 5:57 pm

First: What the fudge? Quote: "i dont understand, why they force vectorization, in real-world programs, only very very few can benefit from them, since we alreday have superscalar cpus. vector instructions just waste of the transistors" :shock: . Very few cannot benefit . 8-)
Second: Love you're survey (especially the last question :D over 9000)!

Keep up the good work and discussion.

Cheers

Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Mon Jan 05, 2015 4:15 pm

thankyou. also, i compiled the thing on my android cell-phone. however, i not yet have tested the 3d perfornance, the 2d only. but the 3d will be tested soon too.
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Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Sun Feb 01, 2015 3:34 am

with 2015 01 01, the develop ended.

i dont need more features, so i stopped developing the whole engine, including of course the 3d renderer.
i achieved every goal with this engine.

of course, in the future, i will fix all the bugs still left in the code. also there is an exception on the sprite renderer, which i will use in different projects too - that need some features i havent implemented before.

there is also exception on the platform file, which is needed to compile the project on new platforms (that part are well separated from the engine itself). (i really need to finish the input for android sometimes.)

-i will possibly update the two games using this engine soon (the chess and the dark tower).
-somebody requested the engine as a standalone dll for his project, i will write a minimal documentation for him
-i will update my music software too
-my 3d modeler does not need any updates, that have a relatively new version. i forgot to show this:

Image

http://www.cute3dmodeler.tk/
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Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Thu Mar 26, 2015 12:54 am

I have buyd some ram, so now i have 8 gbyte. As a result of this, i was able to start the Csillámtrace on a higher resolution. (1600x1200, however, the nearest point display ruins it, i dont have such large screen)
Image
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Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Postby Geri » Wed Apr 22, 2015 4:33 pm

I released a simple benchmark program called GokuBench.
It runs on Linux, Android, and Windows.

http://gokubench.tk

Image
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zsolnai
Posts: 24
Joined: Thu Mar 15, 2012 1:49 pm

Re: Csillámtrace - my new graphics engine

Postby zsolnai » Wed Apr 22, 2015 11:26 pm

That is a fair bit of dedication right there. :)


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