ReadOnlyCat |
03 October 2015 07:14 |
Quote:
Originally Posted by saimon69
(Post 1024800)
Or go to the slower CPU driven route, that could handle 8 colours (in virtua race genesis i can see 16 but with well chosen colors and dither fill should be still doable) around 10fps - for a base 500 is not that bad, or maybe a mixed approach cpu first then blitter? (not a 3d programmer so might say something stupid)
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Ok, I will possibly have to eat my underpants if I end up being wrong but I am willing to bet that Virtua Racing can be done on Amiga OCS at 30FPS (that is, about one third better than the Genesis's 20) and 16 colors (*). There are ways around the fill rate limitation of the blitter that I haven't tested/validated yet but which I think can give really nice results.
Now, I do not have anything but my imagination to back this assumption, so please be kind to remind me I said that in one year or two and I'll post a video of me eating my boxers on Youtube if I haven't produced anything. ;)
Quote:
Originally Posted by Galahad/FLT
(Post 964515)
How far developed is Amiga C? I ask because there is the full source code available for Alien 8 / Ultimate and i'm wondering how easy that would be to get running on Amiga by someone whos good with C?
[...]
I think i'm figuring out why Treasure Trap was so slow, as I suspect they lazily replotted EVERYTHING every frame!!
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Just like good old Tiertex and other US Gold friends did back in the day.
Why bother using hardware scrolling when you can use the CPU to replot everything? :banghead
(*) Possibly with less polygons but still visually faithful to the arcade version.
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