DISCLAIMER: These notes are from the defunct k8 project which precedes SquirrelJME. The notes for SquirrelJME start on 2016/02/26! The k8 project was effectively a Java SE 8 operating system and as such all of the notes are in the context of that scope. That project is no longer my goal as SquirrelJME is the spiritual successor to it.
I can see the appear of matrices to 3D programmers. Although my single function call may be a bit simpler, it is easier to represent matrices and such in code. 4D matrices can also do translation. So I suppose this book was handy.
Test projecting points, before I only saw one, now I see more. I should perhaps use a multiplier pattern of sorts.
Movement appears to be very fast, either that or the scale is low. Well that was caused by a very high shift amount. The player turning rate is also extremely high.
Have cubes drawing now but they do not rotate around the viewpoint.
It is probably the near/far plane. Basically I am perspective projection but my distance from the "eye" from the projection plane is just way back which makes no difference at all.
I figured it out, I was dividing by the wrong value. I was diving by W instead Z. W in this case is 1.
Feels like it may be best to remove the side pane since it does get in the way a bit of the game. Or at least figure out a good way to show information on it without it being very cramped. I could also just place the information in a debug dialog of sorts.
I believe the BLR instruction is a kind of macro since I see it nowhere in the documentation for the CPU.
The next address check is most likely best an object with details of the target such as its address and the condition for it. That would at least make things a bit easier.