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Help with an experimental graphics concept
#164132 - 09/06/08 03:23 AM
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Right around the time when Fosters was working on Pacifi3D, I was toying with a tangential concept. But I never got it out of the conceptual stages. I wrote a program that would take an image, and render every single pixel as a translucent cube in OpenGL. Once transformed, the camera angle could be directed at any angle dynamically. That was just the proof of concept and I ended up with pictures like the ones shown below. It relies on being able to distinguish a single solid background color, so it's really only meant to work with early 80s 8-bit graphics games. Ultimately, I was hoping to attach it to the rendering process of an emulator, and MAME was an obvious choice, but my programming skills simply haven't allowed me to take it to that step. Is there anyone out there who would be willing to lend me a hand, or simply take the code and attempt to put it in MAME as one of the rendering options? Please let me know if you're interested in trying this out. I'm not even confident that my OpenGL is completely correct (some weird artifacts start to appear at odd camera angles, which you can kind of see in the Q*Bert and SMB shots.)
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italie |
MAME owes italie many thank yous, hah
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Reged: 09/20/03
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Posts: 15246
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Loc: BoomTown
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wow <nt> that's cool. wish I could help.
[Re: Procyon]
#165601 - 09/18/08 04:30 AM
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> Right around the time when Fosters was working on Pacifi3D, I was toying with a > tangential concept. But I never got it out of the conceptual stages. I wrote a > program that would take an image, and render every single pixel as a translucent cube > in OpenGL. Once transformed, the camera angle could be directed at any angle > dynamically. That was just the proof of concept and I ended up with pictures like the > ones shown below. It relies on being able to distinguish a single solid background > color, so it's really only meant to work with early 80s 8-bit graphics games. > Ultimately, I was hoping to attach it to the rendering process of an emulator, and > MAME was an obvious choice, but my programming skills simply haven't allowed me to > take it to that step. Is there anyone out there who would be willing to lend me a > hand, or simply take the code and attempt to put it in MAME as one of the rendering > options? Please let me know if you're interested in trying this out. I'm not even > confident that my OpenGL is completely correct (some weird artifacts start to appear > at odd camera angles, which you can kind of see in the Q*Bert and SMB shots.)
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Moose |
Don't make me assume my ultimate form!
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Reged: 05/03/04
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Posts: 1483
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Loc: Outback, Australia
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Re: Help with an experimental graphics concept
[Re: Procyon]
#176868 - 01/08/09 10:17 AM
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Sure is a sweet concept - if you could fatten the objects up in the 3rd dimension, then you could play Joust as a FPS - now that would be cool / fun !!
Good luck and hope you get help with this !!
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Moose
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Re: Help with an experimental graphics concept
[Re: Procyon]
#316399 - 10/25/13 11:30 PM
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Re: Help with an experimental graphics concept
[Re: Procyon]
#316413 - 10/26/13 05:50 PM
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is incredible! I wonder if it will do the job in a 3D game as they would see the textures
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Re: Help with an experimental graphics concept
[Re: Procyon]
#316419 - 10/26/13 07:29 PM
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Looking forward to a public release so I can play around with it!
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Try checking the MAME manual at http://docs.mamedev.org
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