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DS Quake

Started by DeVS, June 07, 2006, 11:03:22 AM

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bitblt

Fascinating.  You are my hero John!  Thanks for your generous insight into the DSQuake project.

I know C/C++ and ARM assembly.  I'm a Software Engineer.  The only real coding I've done for DS is port a voxel engine, and added a dual screen stereoscopic feature.  I've also ported a 2D/3D BSP engine (with a Windows map editor) but it's slow, buggy and crashes the DS.  I've considered trying to port Duke Nukem or Descent since code is available for pocket PC's.  I've never considered trying to tackle the Quake engine.  I figured Quake would be too much for DS, and me.  You have definitely blown my mind.  Fantastic work.

Yackom

Quote from: "bitblt"Fascinating.  You are my hero John!  Thanks for your generous insight into the DSQuake project.

I know C/C++ and ARM assembly.  I'm a Software Engineer.  The only real coding I've done for DS is port a voxel engine, and added a dual screen stereoscopic feature.  I've also ported a 2D/3D BSP engine (with a Windows map editor) but it's slow, buggy and crashes the DS.  I've considered trying to port Duke Nukem or Descent since code is available for pocket PC's.  I've never considered trying to tackle the Quake engine.  I figured Quake would be too much for DS, and me.  You have definitely blown my mind.  Fantastic work.

Thanks!
You made a voxel engine for the DS?! man that's something I have to see.

Since you can cross your eyes and see stereoscopic images, the shambler images are also steroscopic. Check it out, haha.

bitblt

Quote from: "Yackom"Thanks!
You made a voxel engine for the DS?! man that's something I have to see.

Since you can cross your eyes and see stereoscopic images, the shambler images are also steroscopic. Check it out, haha.

:)  Well, it's a simple voxel terrain engine and I didn't make it, I ported it to DS.  I've optimized it some and added the dual screen stereoscopic feature.  I'll be happy to let you be the first to check it out, it's still pretty basic.  It isn't optimized much so it's kind of slow ~10FPS.  I have plans to implement terrain mipmapping to gain more speed.  Maybe try to optimize the inner most loop with some ARM assembly.


audi

I've played tf/mtf for the past 8-10? years. I love quake. I also have a programming degree, yet no ds programming background. I'd like to help out.

Sorry I don't have time at work to read your original post, but if you could post some things you think we could help with, I'm sure you'll get some replies. Even if it means simply converting textures, I'd like to help.

As far as how the ds hardware performs in the situation, I'm VERY impressed.

Nice work.

MasterMan

Hi John, thanks for your input here, and for your nice work.
I'd like to show you this: http://www.dcemulation.com/phpBB/viewtopic.php?t=73662
Makaqu is a modification of WinQuake engine, with lots of improvements by Manoel Kasimier.
It was ported for Dreamcast, which has 16MB of free RAM, and is totaly software rendered, not using the PVR graphic chipset.
And it runs with 9MB of heapsize free for mods.
In http://www.dcemulation.com/phpBB/viewforum.php?f=15 you get in contact with the very experienced quake moder RenegadeC and mr. Kasimier and others.
And Troy Davis has sort of a DS implementation of SDL here.

Cheers and thank you.
img]http://img510.imageshack.us/img510/3610/siggcncg7.jpg[/img]


[=[__]=] DS Black (JAP) : FlashMe v6 : PassMe 2
[+[__]::] SuperCard CF : 1 GB SanDisk CF + 128MB DaneElec CF

onarum

Hey john, hehe forgive me for my complete ignorance when it comes to game engines, I really don't know jack 8)

Now that you explained it all I'm way more confident this port will me great, as for the networking you could allways go to the DS wifi lib official forum for help on how to implement wifi conectivity code, of course I guess that's not your priority right now, in fact I'm not sure that's even possible, but who knows.
SC CF + 1GB Kingston CF + flashed NDS = a whole lot of fun.

Yackom

Quote from: "MasterMan"Hi John, thanks for your input here, and for your nice work.
I'd like to show you this: http://www.dcemulation.com/phpBB/viewtopic.php?t=73662
Makaqu is a modification of WinQuake engine, with lots of improvements by Manoel Kasimier.
It was ported for Dreamcast, which has 16MB of free RAM, and is totaly software rendered, not using the PVR graphic chipset.
And it runs with 9MB of heapsize free for mods.
In http://www.dcemulation.com/phpBB/viewforum.php?f=15 you get in contact with the very experienced quake moder RenegadeC and mr. Kasimier and others.
And Troy Davis has sort of a DS implementation of SDL here.

Cheers and thank you.

Very interesting links thanks,
ps. the DS only has 2MB of heap after initing.

Yackom

Quote from: "onarum"Hey john, hehe forgive me for my complete ignorance when it comes to game engines, I really don't know jack 8)

Now that you explained it all I'm way more confident this port will me great, as for the networking you could allways go to the DS wifi lib official forum for help on how to implement wifi conectivity code, of course I guess that's not your priority right now, in fact I'm not sure that's even possible, but who knows.

Wifi will come very soon to the project but for debuging information first. As that would help the project more initially.

Thanks for the link,

bitblt

Any real news about the DS Quake project?  Seems kind of strange there isn't at least some kind of tech demo available yet. I'm starting to wonder if . . .

A) Implementing textures and sound are much more challenging than John anticipated. Funny, John seemed so confident about them being a piece of cake. So what is the hold up?

B) This is an elaborate hoax.  A video demonstration could easily be spoofed by modifying Quake PC to remove texture support, then playing back video capture on the DS with a modified version of moonshell or something. (like the PoyPoy DS hoax)

I just think it's odd John claims he ported most of the Quake engine during the last two weeks of January, and now it's well into September and still nothing but the original video demonstration.  It's kind of suspicious if you ask me.  Why isn't DSQuake mentioned over at dev-scene.com? Think about it.

I could be way off base here. I hope I'm wrong. Perhaps John is a perfectionist and wants DSQuake to be 100% working before he releases it. If anyone can show me evidence that I'm out of line (John?), please do.

Yackom

Haha man… I suppose would be wearing a tin foil hat if I were in your place too.

Let me ask you this, if I waited so long to go public before why did I in the first place? I was looking for some help- do you remember my first post? It took some time but I found a really talented person a little while ago. Ok so mission accomplished, why do I need to do any more updates until its ready for release? *Hint, hint* I’m a perfectionist and it will not be released until its damn near perfect.

As for the sound and the textures being much more than I anticipated that’s totally false. If anything I overestimated how many triangles the DS can render.

Also let me stress this, DSQuake isn’t the only priority in my life right now. I’ve been really busy with work, and this isn’t a trivial port by any means. There is a lot of work to get this game to run properly. Much more work than say a game that’s a generation older, Heretic or Doom for example, which in fact aren’t even using 3d acceleration. Not to belittle the projects I’m currently playing DS Doom right now, at a slow pace maybe a level or so every day or two, it’s a great job. Also making those games 3d accelerated would be near pointless because the DS’s texture filtering is basically nil so there would be no visual advantage. All I’m saying I think that DSQuake is a magnitude of difficulty harder to work with and also for the DS to run, so things need to be done properly for it to run well.

I will say that if at any point I feel like the project isn’t going to be completed by me I would turn the source code to the public.

I see no point in teasing people, so no media updates or anything until its finished and ready to download. As for showing evidence I see no need to prove myself.

Please don’t bother asking me how far along it is or when the release will be. I don’t want people thinking they can play it before its ready is all. So please respect my choice on this and be confident that it will be fully playable and yes that means online too.

bitblt

I'm pleased you responded so quickly. I'm sorry if I come across as "wearing a tin foil hat". Yes, I was a little paranoid you might be pulling our leg. I was looking around for any type of news/info about this project and couldn't find anything new.  Thanks for posting, that is proof enough for me.

RedruM7

Yea I suppose he has a point, I've been a victim of teasing quite often since I owned a PDA, ports of this and that got everyone hyped up and then the waiting game begins yet unfortunately never ends.

Anyways good luck with the port you make it sound very promising :) , I would love to provide suggestions on control/touchscreen design for the port when the time comes.