![]() ![]() But I couldn't find the CXD4 plugin also from HatCat. The page above also led me to a forum at where I researched several plugins such as the accurate but old z64 RSP plugin, Shunyuan's HLE audio plugin and angrylion's RDP (For Video) plugin with OpenGL maintained by Iconoclast/HatCat. I had to google search 'PJ64 rogue squadron' and found this useful guide. And I've been tweaking things here and there yesterday and today! ![]() I've been trying to add in plugins to either of my Project64 2.2.0.3 (The latest official release from the PJ64 team) or the latest M64Py frontend with the Mupen64Plus core (Note to users, just download the latest M64Py build from as it'll contain the latest Mupen64Plus core anyway - in this case version 2.5.). Yes, I can confirm that you're completely correct. PS: Now that you submitted all the commit history to your GitHub repo, I hope that improvements and bugfixes start coming soon from people all around the Open Source community! Especially from the people that were whining about the so-called license violation :P Reply Delete A $2000 USD goal sounds completely reasonable although the odds for success can be greatly increased if you are able to implement some of the things I mentioned here :P Or a useable prototype for the record.Īnd lastly, I wish you the best luck with your newest campaign, and hope that is as successful as the first one. ![]() Too bad he never released the source of his implementation though. He faced some challenges, as he relates here:īut two post after that, he posted these screens:Īh, so that's where those screens I sent you time ago came from! Who would have said Orkin was the man behind these the whole time? :P The interesting thing here is that I just found a thread where Orkin implemented polygon tessellation on his GLN64 plugin as a test, using some technology made by ATI at the time called TruForm. Not to mention that with geometry shaders, it would be possible to implement N64 model tessellation. They made a really interesting article talking about the challenges they faced while implementing stereo 3D here. *drools*Īlso, would an implementation of Geometry Shaders be possible later down the road? Dolphin just recently added support for Geometry Shaders for proper Stereo 3D support, and even enabling the possibility of Virtual Reality support in the future (!) Zelda Ocarina of Time + SSAO + DOF + DolphinFX shaders. I'm pretty confident that if you can implement SSAO and DOF it will surely attract more users to the campaign. Here is the commit that implemented SSAO: The fork is open-source (as expected given the nature of the GPL license of the Dolphin project) so you can check their implementation in the repo. Ishiiruka (a fork of the Dolphin Emu) just implemented those effects. Is there any way to expose the depth buffer to shaders? That way effects like SSAO and DOF would be possible. Hopefully, that time will be enough to reach 50+%. I need few days to fix remaining issues with Android port. 50% until June would be a signal for me to start works on that task. My thanks to 11 people who already backed the project. Update: It seems that the campaign does not attract much interest. Result of the first two weeks of the campaign will show me what to do next: prepare to the next challenging task or update my resume. If the campaign will be super-successful and rise more funds than necessary to implement the campaign task, the rest of funds also will be spend to project development. If campaign goal will not be reached, collected funds will be spend to fixing most serious problems open in bug tracker. However, the project has plenty of tasks to do beside it. I'm not sure that campaign will reach the goal. It is primary task, which I estimated as one month works. ![]() The campaign is dedicated to porting of DolphinFX post-processing suite to GLideN64. Thus, I decided to make another attempt to collect funds for further development and today I started new campaign on Indiegogo - GLideN64-FX. However, it still needs circa two weeks for completion. However, since I usually have no time for hobbies, active development will be impossible.Īndroid port goes well. Usually I answer as: I will continue to work on the project as on my favorite hobby. Users asked me what I'm planing to do when I finish with Android port. ![]()
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