update image urls in readme to remove github refs

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Wouter Groeneveld 2022-07-06 11:55:06 +02:00
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commit ebdc87c88d
1 changed files with 8 additions and 8 deletions

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@ -4,7 +4,7 @@
This is (very) loosely based on David's 3D soft engine in C#/JS: https://www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript/
Engine blueprint: a stripped-down version of [https://github.com/wgroeneveld/gba-sprite-engine/](https://github.com/wgroeneveld/gba-sprite-engine/) combined with more _tonc_ library functions.
Engine blueprint: a stripped-down version of [https://git.brainbaking.com/wgroeneveld/gba-sprite-engine](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine) combined with more _tonc_ library functions.
### Show me the money!
@ -12,7 +12,7 @@ Sure thing.
#### **Demo 1**: without wires
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wireless.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/wireless.gif)
Camera rotates `2/256` units on x and y each render cycle.
You 'should' see a cube forming based on 8 vertices. It's a simple example to showcase what the `Mesh` class is about, and how `GBAEngine` handles projections.
@ -21,12 +21,12 @@ You 'should' see a cube forming based on 8 vertices. It's a simple example to sh
#### **Demo 1b**: with wires
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wired.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/wired.gif)
A lot less smooth. 20 FPS. I implemented Bresenham somewhat similar to David's approach, without any good results.
MODE4's weird byte write problems are causing trouble. Time to consult _tonc_ and fix this:
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/wired2.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/wired2.gif)
30 FPS, winning 10 frames using `bmp8_line()`.
@ -36,7 +36,7 @@ From Blender/Babylon based on [this](https://david.blob.core.windows.net/softeng
A JS script has been provided that generates the needed C++ code. It's not great, and not very performant.
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/monkey.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/monkey.gif)
2 FPS. Ouch!! This thing has 507 meshes and 968 faces. GLHF! The GBA CPU does not seem to be very happy with that. Like everyone indeed says:
@ -52,7 +52,7 @@ This is a high-level C++ engine, meaning redundant stack objects could also caus
The `RasterizerRenderer` class draws triangles as 'fast' as possible, using horizontal scanlines.
There is a fast way to lines into VRAM. I tried implementing Z-buffering, but the buffer was too big and too slow as z-coords also had to be interpolated...
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/raster.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/raster.gif)
At this point, I do not think it's that interesting to go on to texture mapping other than the fun of it. Even with a lot of haxx and tricks, the colored monkey won't ever spin at 30FPS...
@ -60,13 +60,13 @@ At this point, I do not think it's that interesting to go on to texture mapping
It did improve performance. I exported a few Babylon meshes, and the octahedron with 8 faces does run at 20FPS compared to 11FPS when back-face culling was implemented (that omits rendering certain faces if z < 0)
![design](https://github.com/wgroeneveld/gba-bitmap-engine/blob/master/img/octa.gif?raw=true)
![design](https://git.brainbaking.com/wgroeneveld/gba-bitmap-engine/raw/branch/master/img/octa.gif)
Changing colors indicate certain triangles were not drawn (into the background). It does not help a lot with our monkey, alas. Too many vertices...
More examples of meshes (box, cylinder, octahedron, sphere, torus) included.
### GBA-Specific problems
### GBA-Specific problems
**Fixed-point math** sums up things nicely.