Ultibo game programming

Anything and everything about programming graphics with Ultibo
pik33
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Re: Ultibo game programming

Postby pik33 » Fri Jun 22, 2018 6:50 am

https://github.com/Zaflis/nxpascal


Uses bass.dll (?) :(
Gavinmc42
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Re: Ultibo game programming

Postby Gavinmc42 » Fri Jun 22, 2018 8:38 am

Base.dll seems to be an audio codec library.
I did want to try audio but via HDMI, not yet on my to do list ;)
Need to find time for learning OpenMAX?

Having a small game engine like nxPascal helps too, the Castle Game Engine is so big I did not know where to start.
6 years ago so maybe on PC similar to Pi3B+?
https://www.youtube.com/watch?v=CoXJbSZddOA

Currently trying to get mesa3D examples working in Raspbian as it should make OpenGL and OpenGLES versions.
This means I can make and test models even on Windows/Linux before converting to Ultibo.
As OpenGLES is a subset of GL it should be able to work in Ultibo.
The mesa3d demos are in C so use h2pas?

Raspbian is such a pain I might stick with Gentoo64 and learn to make a 32bit version.
There is no easy working Aarch64 FPC yet.
I may have follow Sakaki's chroot method for running the 32bit Laz/fpc version in Aarch64 in the meantime.

I had no clue how to do this 3D stuff before, now I have too many ways ;)
As mesa works on Raspian32 and Gentoo64 it could be portable to Ultibo64?

I now understand too why RPF say 64bit OS won't run faster on Pi's, it is only a 32bit DDR2 memory chip, duh!
We might have to wait for the Pi4 with 2GB of 64bit DDR4 before we see much speed increase.
Or try porting Ultibo to the iMX8 series?

Any speed increase will be done by optimizing the code for the Pi's?
Until I saw Tim's videos I would have said impossible.
And Zeppelins and rigid blimps are low polygon counts anyway.
Gavinmc42
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Re: Ultibo game programming

Postby Gavinmc42 » Tue Dec 04, 2018 11:29 am

Think I may have annoyed someone, all my Demoscene posts have disappeared.
So I will stick these here as I tend to lose stuff.

The Videocore OpenGLES example can be made into a minecraft dirt cube by changing the logo.bmp :D
The dirt/grass cubes will need three bitmaps to texture the top, sides and bottom.

https://github.com/fogleman/Minecraft
https://github.com/fogleman/Craft
https://github.com/tothpaul/DelphiCraft

Can Delphi projects be imported into Ultibo?
pik33
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Re: Ultibo game programming

Postby pik33 » Tue Dec 04, 2018 6:51 pm

What happened to demoscene thread?

Maybe in some free tme I will try OpenGL ES stuff
Gavinmc42
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Re: Ultibo game programming

Postby Gavinmc42 » Wed Dec 05, 2018 1:35 am

What happened to demoscene thread?

Probably too extreme and not enough Ultiboish ;)
Anyway, lots to learn in Ultibo OpenGLES land.

Making a dirt cube was much easier than I expected, instantly recognized as such by the kid, got his attention for maybe 15seconds :lol:
By replacing the dirt.bmp with a procedurally generated bitmap should be easy enough.
Having a World made up of cubes makes the coding easier, each cube is 12 triangles and those are hardware accelerated.

Will take me a year or more to get used to OpenGLES coding on Ultibo, then maybe back to Demoscene?
A full multiplayer block game could be made with Ultibo as networking already works, I'd never be able to do that at bare,baremetal layer.

Got some ideas for atmospheric sound effects in Cubeworld, water/seashore noise, waterfall, rain, wind etc.
All these are noise type sounds, able to be done with PG?
https://mynoise.net/NoiseMachines/rainN ... erator.php
https://hal.archives-ouvertes.fr/hal-00 ... 1/document
http://cs.au.dk/~dsound/DigitalAudio.di ... lAudio.pdf

Yep can be done PG :D
Hmm Ultibo audio, seem to remember someone has done lots on that :lol:
Even a crappy PC embedded speaker does rain pretty good, no golden ears needed.

Will my coding be better during rainfall?
https://journals.plos.org/plosone/artic ... ne.0192296
Cannot get much worse :oops:
pik33
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Re: Ultibo game programming

Postby pik33 » Wed Dec 05, 2018 2:04 pm

I found this https://github.com/maccasoft/raspberry- ... aster/SDL2 today.

If this is really bare metal implementation of SDL2, it should be easier to port it to Ultibo than Linux implementation of it (no linux dependencies)
pjde
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Re: Ultibo game programming

Postby pjde » Wed Dec 05, 2018 9:33 pm

Tried compiling it for Ultibo quite a few months back.

Couldn't seem to get the confgure right and kept getting compile errors.

If you can compile the source, they are quite a few pascal header files written for it so it should be able to be integrated into Ultibo.

Regards

Paul
Gavinmc42
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Re: Ultibo game programming

Postby Gavinmc42 » Thu Dec 06, 2018 4:48 am

Normally SDL is another C library that would need to be learned and with dependencies.
Using it means I learn how SDL works not how gaming/video/sound works.
But if someone rewrote it in Pascal and it was part of Ultibo :D

Ultibo comes with the whole kit and caboodle, no dependencies.

But that said, there is some interesting stuff here
https://github.com/maccasoft/raspberry-pi
Ogg and Vorbis code that could be converted?
And there is a game - Abbaye des Morts.
Nice find pik33 :D
Gavinmc42
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Re: Ultibo game programming

Postby Gavinmc42 » Thu Dec 06, 2018 11:35 am

Was looking for pascal to bitmap texture and map stuff and found this.
http://michellcomputing.co.uk/blog/2016 ... ps-part-2/

Seems to know Laz/Free Pascal Pi's and microbits :D but no github :(
pjde
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Re: Ultibo game programming

Postby pjde » Sat Dec 08, 2018 2:31 am

But that said, there is some interesting stuff here
https://github.com/maccasoft/raspberry-pi


Has anyone been able to compile this code?

I am using make for windows but am getting the error "The syntax of the command is incorrect."

Regards

Paul

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