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3D Rendering API v0.5.1 UPDATED! (Way better erformance + new functionalities)

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#41 Jummit

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Posted 12 September 2017 - 07:36 AM

View Postdawid26pl, on 01 September 2017 - 06:50 PM, said:

I would really love to see how it would look with shadows
I think you could make cool shaders if you change the palette to a white-gray-black thing. I don't like the default colors. Look: you could make this!

Edited by Jummit, 12 September 2017 - 09:35 AM.


#42 Gorzoid

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Posted 12 September 2017 - 09:30 AM

View PostJummit, on 12 September 2017 - 07:36 AM, said:

View Postdawid26pl, on 01 September 2017 - 06:50 PM, said:

I would really love to see how it would look with shadows
I think you could make cool shaders if you change the palette to a white-gray-black thing. I don't like the default colors. Look: you could make this!
Your proxy is leaking you l337 h4x0r

#43 Jummit

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Posted 12 September 2017 - 09:35 AM

View PostGorzoid, on 12 September 2017 - 09:30 AM, said:

View PostJummit, on 12 September 2017 - 07:36 AM, said:

View Postdawid26pl, on 01 September 2017 - 06:50 PM, said:

I would really love to see how it would look with shadows
I think you could make cool shaders if you change the palette to a white-gray-black thing. I don't like the default colors. Look: you could make this!
Your proxy is leaking you l337 h4x0r
Fixed?

#44 Xelostar

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Posted 13 September 2017 - 03:29 PM

View PostJummit, on 12 September 2017 - 07:36 AM, said:

View Postdawid26pl, on 01 September 2017 - 06:50 PM, said:

I would really love to see how it would look with shadows
I think you could make cool shaders if you change the palette to a white-gray-black thing. I don't like the default colors. Look: you could make this!

You mean with the beta version of ComputerCraft
I'd like my API to be used everywhere, but maybe I'll create an extra option if you're on 1.80 or higher.

ALSO:
The use of the BLittle API can now be toggleable while the program is running:
Posted Image

#45 Xelostar

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Posted 11 November 2017 - 01:13 PM

New update is released!
Also: how do I change the title?

#46 SquidDev

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Posted 11 November 2017 - 01:21 PM

View PostXelostar, on 11 November 2017 - 01:13 PM, said:

Also: how do I change the title?
When editing the original post, press "Use full editor" at the bottom - that will allow you to edit the title, tags, and post settings.

On topic, the update looks nice. I'm always impressed when people manage to achieve a relatively high FPS with these things. In your video there seemed to be a couple of issues with disappearing faces - I'm wondering if that's a bug in your renderer or was it just the background and shape had the same colour?

Edited by SquidDev, 11 November 2017 - 01:25 PM.


#47 Xelostar

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Posted 11 November 2017 - 04:53 PM

View PostSquidDev, on 11 November 2017 - 01:21 PM, said:

View PostXelostar, on 11 November 2017 - 01:13 PM, said:

Also: how do I change the title?
When editing the original post, press "Use full editor" at the bottom - that will allow you to edit the title, tags, and post settings.

On topic, the update looks nice. I'm always impressed when people manage to achieve a relatively high FPS with these things. In your video there seemed to be a couple of issues with disappearing faces - I'm wondering if that's a bug in your renderer or was it just the background and shape had the same colour?

Thanks! It worked!
The disappearing op the lime is because the lime on the emerald and on the pineapple is indeed the same color as the ground, but all colors can be changed. Maybe I'll add an option for CC 1.80 so you can have even more colors for the objects.

Thanks for the conpliment! I really appreciate it!

#48 Xelostar

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Posted 10 February 2018 - 03:49 PM

Okay, we've had a few updates! The 3D Rendering API is now a lot more useful and I boosted the performance a bit too. =D
I'm working on a CC version of Doom right now =).

#49 jv110

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Posted 14 February 2018 - 04:29 AM

Can it render textures in the first place? If you add that feature, you'll see the reason why what you're trying to make hasn't been made before. Doom isn't 3D, by the way.

#50 Xelostar

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Posted 14 February 2018 - 01:10 PM

View Postjv110, on 14 February 2018 - 04:29 AM, said:

Can it render textures in the first place? If you add that feature, you'll see the reason why what you're trying to make hasn't been made before. Doom isn't 3D, by the way.
I'm not sure if I'm adding texture support, because that would be very laggy. Especially the way I implemented 3D rendering. Besides occasional bugfixing, adding some more rotation functions and vertexshaders I don't think I'm going to add much to it.

I know the original Doom wasn't 3D, but that's not stopping me from making it =P

It's about the fun you can have experimenting. I'm just doing what I want to and anyone is welcome to play with it and appreciate it.
The Doom I'm making is quite simple, but still fun. I have added online highscores to add a competitive aspect to it to help people stay interested a little longer trying to stay in the top 10. Honestly, I don't think people will play it for very long, but it was fun to make nonetheless. =)

#51 LoganDark2

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Posted 14 February 2018 - 06:11 PM

Mediafire why?!

Why not pastebin or GitHub?

#52 Xelostar

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Posted 15 February 2018 - 11:08 AM

View PostLoganDark2, on 14 February 2018 - 06:11 PM, said:

Mediafire why?!

Why not pastebin or GitHub?

Lol. I'm sorry. I hadn't used GitHub before and my pastebin is 100% full since I have a free account. There are quite a few files to the rendering. I'm working out a way to use STD to install stuff from GitHub though. I'll use that for Doom, so it won't be as much of a pain to install. :P

#53 KingofGamesYami

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Posted 15 February 2018 - 02:13 PM

View PostXelostar, on 15 February 2018 - 11:08 AM, said:

my pastebin is 100% full since I have a free account.

There is no limit to # of public pastes on a free pastebin account.

#54 Xelostar

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Posted 15 February 2018 - 11:37 PM

View PostKingofGamesYami, on 15 February 2018 - 02:13 PM, said:

There is no limit to # of public pastes on a free pastebin account.

There is. It's 25. Once you have reached that many pastes, you can only paste as a guest. If you want me to, I can send a screenshot?

#55 LDDestroier

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Posted 15 February 2018 - 11:53 PM

View PostXelostar, on 15 February 2018 - 11:37 PM, said:

There is. It's 25. Once you have reached that many pastes, you can only paste as a guest. If you want me to, I can send a screenshot?

That can't be true. My free pastebin account has well over 25 pastes on it. Send me a pic.

#56 KingofGamesYami

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Posted 15 February 2018 - 11:58 PM

View PostXelostar, on 15 February 2018 - 11:37 PM, said:

There is. It's 25. Once you have reached that many pastes, you can only paste as a guest. If you want me to, I can send a screenshot?
No, there isn't. I personally have 44 pastes on my free account - plus 5 unlisted pastes, for a total of 49.

Pastebin FAQ said:



How many pastes can I create?

The short answer is: as many as you like.
There are however some limitations to fight off spammers.
Guests can create up to 10 new pastes per 24 hours.
Free members can create up to 20 new pastes per 24 hours.
PRO members can create up to 250 new pastes per 24 hours.
Further limits are:
Guest can create unlimited 'public' pastes, unlimited 'unlisted' pastes, but can't create 'private' pastes.
Free members can create unlimited 'public' pastes, 25 'unlisted' pastes, 10 'private' pastes.
PRO members can create unlimited 'public' pastes, unlimited 'unlisted' pastes, unlimited 'private' pastes.
(emphasis mine)

Edited by KingofGamesYami, 15 February 2018 - 11:59 PM.


#57 Xelostar

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Posted 16 February 2018 - 12:34 AM

Nevermind. I suppose you are right. I'm dyslexic and it wasn't clear to me that it applied to unlisted pastes when I got the error :P
I guess I'll put it on GitHub soon and the API itself without the models and engine on pastebin.

#58 Xelostar

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Posted 17 February 2018 - 06:21 PM

Doom is finished :D
http://www.computerc...ine-highscores/

Edited by Xelostar, 17 February 2018 - 06:21 PM.


#59 roger109z

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Posted 19 February 2018 - 05:20 AM

would it be possible for you to give a little documentation on the API? like what the arguments are and such
thanks in advance!

#60 Xelostar

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Posted 19 February 2018 - 10:53 AM

View Postroger109z, on 19 February 2018 - 05:20 AM, said:

would it be possible for you to give a little documentation on the API? like what the arguments are and such
thanks in advance!
Yes, some people have asked me now. It's fairly simple, so I assumed people would be able to figure it out, but I understand a documentation could be very helpful. It's coming soon. :)





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