Yeti3D Engine (First Release) Game Boy Advance Port From DreamCast Version (C Programming Language)
Yeti3D Engine (First Release) Game Boy Advance Port From DreamCast Version (C Programming Language)
#GBADEV #Homebrew #NintendoSwitch
This video is a playable demonstration of the original Yeti3D DEMO for Dreamcast made by "Derek J. Evans" now ported to Game Boy Advance. This version of the Yeti3D Engine is very outdated and has practically nothing to do with the new Yeti3D-Pro EnHanCeD developed by Ryoga ( https://www.youtube.com/watch?v=k385oEHccFo ).
- The current viewport is 120x80 pixels, 15bit.
- All textures are 64x64 8bit.
- Textures are converted to 15bit via a pre-calculated lighting LUT.
- Polygons can be any convex shape. Only squares are currently used.
- Each vertex is described as X, Y, Z, U, V and brightness.
- The renderer uses 24:8 fixed point maths.
- Polygons are clipped in 3D space using 45 degree planes. Distance to plane
calculations therefore use only additions and subtractions.
- Polygon edges are clipped using one divide and 6 multiplies.
- 4 clipping planes are used. No front plane is required. No back plane is used.
- No per-span clipping is used. Fixed point errors are hidden offscreen.
- Ray-casting is used to build a visablity list and valid polygon rendering order.
- Models are merged into the VIS without sorting.
- No Z-buffers are used. Rendering is back-to-front (painters algorithm).
- The is an acceptable level of overdraw. Complete polygons are culled. Polygon edges
are drawn faster than using a per span clipper.
- Lighting is pre-calculated on startup. Lighting can be moved at runtime.
- Lighting is expanded per vertex and interpolated along polygon edges.
- A reciprocal table is used to eliminate all divides from the DDA texture mapper.
- The affine texture loop is unrolled and renders blocks of 32 pixels.
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