The NEXT GENERATION of DOLPHIN 3D: I present to you: Dolphin 3D - Bottlenose Engine. Features: - Overhauled renderer, built from scratch (get it?) - Same old objects sprite, with a few tweaks. - Gorgeous skybox - Custom shaders (oh, yeah!) - Easy file loading (load 64 by 64 textures to backdrop, if they are not 64 x 64 then stretch them to fit, load obj and mtl, and done!) - And yes, more realistic demo scene Use Turbowarp if you have wits, or this will blow your computer to bits! https://turbowarp.org/1372927001 Controls: WASD to move, arrows to look around, EQ to fly, R to dynamically recolor the kart as a shader example.
Credits: - Jesus, for giving me the knowledge and understanding to make something like this and for dying on the cross to save me from my sins! - Everyone who has supported my coding efforts - @CodingBio for tutorials that helped me learn about this in the first place - "DS D Si - Mario Kart DS - Standard MR" (https://skfb.ly/6VMzS ) by Creationed2020 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). - Transform point and controls blocks are based on @CodingBio's block in his tutorials - Uses ARE triangle filler by @BambozzIe and @KryptoScratcher - Uses @Geotale's image scanner - Uses rotation functions by @Steelix1000 - ChatGPT wrote a quaternion rotation function - Z-clipping by @S_Tutorials - Used costumes and a tiny bit of code from @KryptoScratcher's skybox v2.3 - @awesome-llama for the flip uv instead of extend uv script - @costc075202 for the face normal computation script - ChatGPT for vector math (pitch/yaw of vector, rotation, and reflection) - LearnOpenGL.com for the normal map texture used - for helping me with my first shadow mapping project, and the shadow mapping here uses some of the code from that project Made by FantasticDolphin44™, go ahead and make something with this (and I did just trademark myself) CHANGELOG: v2.0 - Various new lighting methods. Shadow mapping and normal based lighting with normal maps. v1.2 - Added mirror out of bounds uv coordinates. option v1.1 - Made non 64x64 textures supported, but they STILL HAVE TO BE SQUARE AND THE SAME SIZE AS EACH OTHER. Use the texsize variable to tell it what size your textures are. Also keep in mind that you will need to use Turbowarp remove fencing to scan anything larger than 360x360, and that big textures take longer. v1.0 - Initial release. Made new 3D engine, notably using my old objects sprite, the ARE filler, and 's scanner. Remade renderer, in effect saving around 4000 blocks, as most of Dolphin Engine 6.3's 10,000 blocks may have been unused code. Made objects easier to import, and custom shader support. Also kind of redid demo scene.