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Search: Posts Made By: britelite
Forum: Nostalgia & memories 20 May 2018, 14:17
Replies: 28
Views: 1,042
Posted By britelite
I'd say 040/060-class machine if you want all...

I'd say 040/060-class machine if you want all parts to run decently.
Forum: Nostalgia & memories 18 May 2018, 18:21
Replies: 28
Views: 1,042
Posted By britelite
Nope, a pixel perfect version needs a beefier...

Nope, a pixel perfect version needs a beefier machine.
Forum: Nostalgia & memories 17 May 2018, 15:24
Replies: 28
Views: 1,042
Posted By britelite
I'm not offended, I just don't get the logic of...

I'm not offended, I just don't get the logic of requesting an Amiga port of this particular demo
Forum: Nostalgia & memories 16 May 2018, 21:00
Replies: 28
Views: 1,042
Posted By britelite
Why on earth would I do that? There are so many...

Why on earth would I do that? There are so many better demos on the Amiga, so there's absolutely no point in a Second Reality port to our beloved platform. I'd rather spend my time creating something...
Forum: Nostalgia & memories 16 May 2018, 13:36
Replies: 28
Views: 1,042
Posted By britelite
Some parts run like crap on a 386 and even a...

Some parts run like crap on a 386 and even a low-end 486, so it definitely is aimed for a higher end 486 (I think a 486dx2/66 was used as compo machine at Assembly '93 where the demo was displayed)....
Forum: Amiga scene 27 April 2018, 12:28
Replies: 65
Views: 2,291
Posted By britelite
For development I use WinUAE combined with...

For development I use WinUAE combined with occasional testing on real hardware. For watching demos I prefer real hardware, and specifically the hardware the demo is made for (as in, I don't want to...
Forum: Coders. Asm / Hardware 25 April 2018, 18:27
Replies: 134
Views: 10,117
Posted By britelite
Ok, let's get back to the real discussion... ...

Ok, let's get back to the real discussion...


I remember we had a talk about this at Revision, and I wasn't completely sure about what you meant. But seeing it written makes more clear, and I...
Forum: Coders. Asm / Hardware 25 April 2018, 14:22
Replies: 134
Views: 10,117
Posted By britelite
Yes, linear interpolation is fast, and that's why...

Yes, linear interpolation is fast, and that's why I've always done it for the strips. You didn't answer my question though, and until you actually do, please stay out of this thread.
Forum: Coders. Asm / Hardware 25 April 2018, 11:42
Replies: 134
Views: 10,117
Posted By britelite
Sigh, not good enough. How would you interpolate...

Sigh, not good enough. How would you interpolate u/v across the quad, and how would this be faster than my implementation? Give me some REAL examples, preferrably a snippet of code to further explain...
Forum: Coders. Asm / Hardware 25 April 2018, 11:23
Replies: 134
Views: 10,117
Posted By britelite
You're still mixing up two things. Yes, I agree...

You're still mixing up two things. Yes, I agree there's ways to shoot less rays, but this has nothing to do with rendering quads vs rendering strips.

You're still not telling me how the...
Forum: Coders. Asm / Hardware 25 April 2018, 08:15
Replies: 134
Views: 10,117
Posted By britelite
When it comes to the raycasting, my current code...

When it comes to the raycasting, my current code uses an array of 160 elements (as the screen is 160 pixels wide), where every element consists of the height of the wall and a texture coordinate)....
Forum: Coders. Asm / Hardware 25 April 2018, 07:50
Replies: 134
Views: 10,117
Posted By britelite
Like I said, that's what I'm already doing and...

Like I said, that's what I'm already doing and that's why having the buffer rotated 90 degrees is useful. So, please explain how you'd make this faster without rotating the buffer, because at the...
Forum: Coders. Asm / Hardware 25 April 2018, 07:42
Replies: 134
Views: 10,117
Posted By britelite
But I am using linear mapping for every strip, in...

But I am using linear mapping for every strip, in the form of unrolled loops of move.w (a1)/(a1)+,(a0)+ and every instruction handling a pair of pixels. Now, please tell me how using quads could...
Forum: Coders. Asm / Hardware 24 April 2018, 18:59
Replies: 134
Views: 10,117
Posted By britelite
I've already done that (mip-mapping) :)

I've already done that (mip-mapping) :)
Forum: Coders. Asm / Hardware 24 April 2018, 18:41
Replies: 134
Views: 10,117
Posted By britelite
I don't need to try it to know that rendering...

I don't need to try it to know that rendering quads is slower than the way I do it. If you take a moment to think about how you interpolate u/v in quad, you will probably realize it too.

I do...
Forum: Coders. Asm / Hardware 24 April 2018, 18:13
Replies: 134
Views: 10,117
Posted By britelite
Yes, and that's why I'm doing move.w...

Yes, and that's why I'm doing move.w (a1)/(a1)+,(a0)+ ;)
Forum: Coders. Asm / Hardware 24 April 2018, 18:02
Replies: 134
Views: 10,117
Posted By britelite
Indeed, and I'd be happy to be proven wrong :)

Indeed, and I'd be happy to be proven wrong :)
Forum: Coders. Asm / Hardware 24 April 2018, 17:41
Replies: 134
Views: 10,117
Posted By britelite
You could speed up the raycasting by, for...

You could speed up the raycasting by, for example, casting every 4th ray first, and then check if they happen to land on the same wall in which case the 3 points in between would be interpolated. If...
Forum: Coders. Asm / Hardware 24 April 2018, 17:30
Replies: 134
Views: 10,117
Posted By britelite
I don't see how that would be faster than my...

I don't see how that would be faster than my current solution when it comes to rendering speed, so I'm eagerly waiting for your proof-of-concept demo :)
Forum: Coders. Asm / Hardware 24 April 2018, 17:06
Replies: 134
Views: 10,117
Posted By britelite
In that case you really have to elaborate on your...

In that case you really have to elaborate on your idea, because to me it just seems you're mixing up two different things.

EDIT: or are you suggesting that texture-mapped triangles should be used?
Forum: Coders. Asm / Hardware 24 April 2018, 17:01
Replies: 134
Views: 10,117
Posted By britelite
I think you're confused as to why the chunky...

I think you're confused as to why the chunky buffer is rotated 90 degrees, as it has nothing to do with the raycasting. It's just to make the rendering of the walls faster, as you can use...
Forum: Coders. Asm / Hardware 23 April 2018, 21:47
Replies: 21
Views: 1,496
Posted By britelite
Yes, 1x1 c2p is possible with the blitter. But...

Yes, 1x1 c2p is possible with the blitter. But I'm not really sure if there would be any benefit of doing it completely with the blitter compared to a cpu+blitter version.
Forum: Coders. Asm / Hardware 23 April 2018, 08:10
Replies: 134
Views: 10,117
Posted By britelite
Or, you know, most of the ideas aren't actually...

Or, you know, most of the ideas aren't actually very original or new, and several people may have come up with the same ideas. I mean, I don't claim to have invented any of the techniques I used in...
Forum: Coders. Asm / Hardware 22 April 2018, 21:13
Replies: 134
Views: 10,117
Posted By britelite
Does it really matter? Point is, I had no...

Does it really matter? Point is, I had no recollection of your earlier posts and had anyway toyed around with most of the ideas since 2010.

I have a few ideas on how to do the sprites, but haven't...
Forum: Coders. Asm / Hardware 22 April 2018, 20:45
Replies: 134
Views: 10,117
Posted By britelite
I already have dithering in the demo (even if the...

I already have dithering in the demo (even if the current textures don't make good use of it), so no change needed there :)
Forum: Coders. Asm / Hardware 22 April 2018, 20:30
Replies: 134
Views: 10,117
Posted By britelite
Okay, but that's not what I'm doing in my routine...

Okay, but that's not what I'm doing in my routine though. I'm rather using chb's (who will actually get credited if I ever release a full game) idea to have the upper and lower half of the texture...
Forum: Coders. Asm / Hardware 22 April 2018, 20:16
Replies: 134
Views: 10,117
Posted By britelite
Yes, I do give credit when it's due, but this...

Yes, I do give credit when it's due, but this time it's not.

And it's a shame about those PM's, that kind of behaviour is unacceptable.
Forum: Coders. Asm / Hardware 22 April 2018, 20:09
Replies: 134
Views: 10,117
Posted By britelite
Can't prove it, but I already toyed with the idea...

Can't prove it, but I already toyed with the idea in 2010 after I released my first wolf3d-renderer in an A500-demo. So no credits for this :)

Sorry, but you didn't invent mip-mapping, so no...
Forum: Coders. Asm / Hardware 22 April 2018, 19:47
Replies: 134
Views: 10,117
Posted By britelite
Which of your ideas exactly did I use without...

Which of your ideas exactly did I use without credit? To be honest, this is the first time I've even read any of them :)
Forum: Coders. Asm / Hardware 22 April 2018, 19:31
Replies: 134
Views: 10,117
Posted By britelite
At least on 68000 it's faster to do move.w...

At least on 68000 it's faster to do
move.w 16(a0),(a1)+
move.w 20(a0),(a1)+
Forum: Retrogaming General Discussion 19 April 2018, 09:41
Replies: 1
Views: 262
Posted By britelite
Nope, but the blitter can be used to convert the...

Nope, but the blitter can be used to convert the screen from an ST-layout to Amiga
Forum: Coders. Asm / Hardware 13 April 2018, 12:21
Replies: 7
Views: 469
Posted By britelite
Yeah, I think the fastest way to fade would...

Yeah, I think the fastest way to fade would probably be to add a sprite layer on top of image and fill that with a dithered pattern to achieve fading. Won't look as good as modifying actual...
Forum: Amiga scene 04 April 2018, 13:19
Replies: 43
Views: 2,406
Posted By britelite
That actually does sound like an excellent idea!

That actually does sound like an excellent idea!
Forum: Coders. General 19 March 2018, 09:19
Replies: 39
Views: 2,923
Posted By britelite
The demo can be found here...

The demo can be found here (http://dekadence64.org/wolf3d_v3.lha) and discussion about the rendering here (http://eab.abime.net/showthread.php?t=90115)
Forum: Coders. General 08 March 2018, 14:00
Replies: 39
Views: 2,923
Posted By britelite
I have an idea on how to do this in the same fake...

I have an idea on how to do this in the same fake 1x2 as in my wolf3d-demo. Basically first building an intermediate texture buffer, and then a modified version of my rotozoomer, using the blitter to...
Forum: Retrogaming General Discussion 07 March 2018, 12:15
Replies: 67
Views: 2,832
Posted By britelite
Of course it can use fewer planes, you just don't...

Of course it can use fewer planes, you just don't write to the planes you don't want to use.
Forum: Retrogaming General Discussion 07 March 2018, 10:09
Replies: 67
Views: 2,832
Posted By britelite
That's pretty much what I thought too, something...

That's pretty much what I thought too, something is lost in translation :)
Forum: support.Games 02 March 2018, 12:14
Replies: 36
Views: 854
Posted By britelite
Nope, some demos might include additional support...

Nope, some demos might include additional support for AHI, but do not require it.
Forum: support.Games 02 March 2018, 08:58
Replies: 36
Views: 854
Posted By britelite
You're wrong. 14-bit replay doesn't require AHI,...

You're wrong. 14-bit replay doesn't require AHI, even if AHI does provide a 14-bit mode. And that demo doesn't require AHI.
Forum: support.Games 02 March 2018, 08:13
Replies: 36
Views: 854
Posted By britelite
Name one single demo that actually requires AHI

Name one single demo that actually requires AHI
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