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Forum: Coders. Language 09 June 2020, 08:50
Replies: 15
Views: 1,084
Posted By VladR
What a great timing on the thread :) I just...

What a great timing on the thread :)

I just spent 1.5 days debugging my assembler code. My 3D scene has over 1,500 triangles.

But one, just one fu*king polygon managed to screw the clipping,...
Forum: Retrogaming General Discussion 08 June 2020, 22:37
Replies: 324
Views: 22,408
Posted By VladR
True, but that's what I have available at my...

True, but that's what I have available at my disposal. it's something I created, so I can speak from experience.


And I really think that a high-poly spaceship looks way more cool than...
Forum: Coders. Language 08 June 2020, 21:35
Replies: 15
Views: 1,084
Posted By VladR
90:10 ratio Sounds about right and it's a...

90:10 ratio


Sounds about right and it's a very smart use of your time.


CHADBRODIE : The further you push that ratio, the less additional performance you get per day burnt on debugging ...
Forum: Coders. Language 08 June 2020, 21:29
Replies: 15
Views: 1,084
Posted By VladR
We're merely offering advice based on experience....

We're merely offering advice based on experience.


It's much more productive to experiment in high level language and only once it works and you understand it thoroughly, then go implement the...
Forum: Retrogaming General Discussion 07 June 2020, 23:09
Replies: 324
Views: 22,408
Posted By VladR
I admit I am slightly biased against fighter...

I admit I am slightly biased against fighter games as I was only a fan of Mortal Kombat and always gravitated more towards sci-fi / space environment.

But wouldn't it be smarter to use the same...
Forum: Coders. General 04 June 2020, 08:12
Replies: 7
Views: 459
Posted By VladR
Then I guess all the sprites for current track...

Then I guess all the sprites for current track could be simply pre-scaled at loading time into RAM.


How many KBs (or Width x Height [in pixels]) of 16-color sprites can 68000 do in, say, half...
Forum: Coders. General 04 June 2020, 06:53
Replies: 7
Views: 459
Posted By VladR
Now, if we let go of the nonsensical roll...

Now, if we let go of the nonsensical roll rotation/tilt (around the view vector), we can unroll the rendering of all road segments ("voxels").

We'd probably need around 64 such unrolled code...
Forum: Coders. General 04 June 2020, 06:46
Replies: 7
Views: 459
Posted By VladR
To have some reference comparison point, let's...

To have some reference comparison point, let's remind us that PowerDrift originated on Sega Board Y : https://segaretro.org/Sega_Y_Board

CPU1 : 12.5 MHz 68000
CPU2 : 12.5 MHz 68000
CPU3 : 12.5...
Forum: Retrogaming General Discussion 04 June 2020, 01:52
Replies: 324
Views: 22,408
Posted By VladR
That's a great point, actually. Did we even...

That's a great point, actually.

Did we even consider this feature so far?

Does Saturn version have real-time face lighting or is it just pre-baked? Can't say I noticed.

Computing diffuse...
Forum: Coders. Language 02 June 2020, 23:34
Replies: 15
Views: 1,084
Posted By VladR
You really don't want to start experimenting with...

You really don't want to start experimenting with 3D gfx in Asm.

You need a productive dev environment where it's instant to rebuild the code and be able to use debugger.

Something like visual...
Forum: Retrogaming General Discussion 02 June 2020, 23:27
Replies: 324
Views: 22,408
Posted By VladR
Possible and fun? Sure! 30 fps on 030? Not...

Possible and fun? Sure!

30 fps on 030? Not at requested polycount.
Forum: Coders. General 01 June 2020, 19:31
Replies: 29
Views: 2,538
Posted By VladR
Not necessarily. I personally vastly prefer going...

Not necessarily. I personally vastly prefer going down the rabbit hole of cycle optimization. It's always been my unhealthy obsession.


But to eke out living out of it, you need a product to sell...
Forum: Coders. General 01 June 2020, 19:24
Replies: 29
Views: 2,538
Posted By VladR
I understand you didn't mean Quake at 60 fps on...

I understand you didn't mean Quake at 60 fps on A500, but a full-screen flatshaded 3d at 60 fps on 7 MHz 68000 is too much.

The Moonfall looks like Mercenary on 8-bit Atari. I haven't done the...
Forum: Retrogaming General Discussion 01 June 2020, 04:37
Replies: 324
Views: 22,408
Posted By VladR
On Jaguar, I toyed around with the idea to...

On Jaguar, I toyed around with the idea to release a public benchmark, though you only had 2 HW models - NTSC and PAL, so it didn't really make much sense - they would both show the same performance...
Forum: Coders. General 31 May 2020, 21:39
Replies: 29
Views: 2,538
Posted By VladR
Yeah, I reckon for something like spaceships...

Yeah, I reckon for something like spaceships (say, in a game like Guardian), it would be faster to use a CPU-only codepath as most of the time, the spans would be just 2-8 pixels.


Large polygons...
Forum: Coders. General 31 May 2020, 21:31
Replies: 29
Views: 2,538
Posted By VladR
Yeah, I definitely didn't realize that. I'm still...

Yeah, I definitely didn't realize that. I'm still new to the Amiga thingy and keep getting confused about all those terms, as I didn't spent last 3 decades reading up on all those terms.


I guess...
Forum: Coders. General 31 May 2020, 20:05
Replies: 29
Views: 2,538
Posted By VladR
Ouch :) Dude, you're making me appreciate...

Ouch :)


Dude, you're making me appreciate Jaguar's sh*tty architecture more and more :) !
Forum: Coders. General 31 May 2020, 20:00
Replies: 5
Views: 417
Posted By VladR
I didn't say it's 4x faster than 060. My...

I didn't say it's 4x faster than 060.


My frame of reference is Jaguar's RISC running at 26.6 MHz. I wrote a lot of code for that RISC, manually rearranging ops for best possible pipelining - for...
Forum: Coders. General 31 May 2020, 18:49
Replies: 29
Views: 2,538
Posted By VladR
Yeah, I meant using blitter for drawing each...

Yeah, I meant using blitter for drawing each scanline of a polygon - meaning you traverse the edges, line by line, compute endpoints (xpStart, xpEnd) and set the Blitter registers for the scanline.
...
Forum: Coders. General 31 May 2020, 18:38
Replies: 5
Views: 417
Posted By VladR
Also, I just noticed they are running AmigaOS....

Also, I just noticed they are running AmigaOS. What are the implications of that on RTG and related libraries ?

It also appears they are writing cswarp.library themselves, so perhaps it would be...
Forum: Coders. General 31 May 2020, 18:26
Replies: 5
Views: 417
Posted By VladR
Cool, so I could literally not even have to...

Cool, so I could literally not even have to change anything, and just work with CyberGraphics.library.

Or did you perhaps mean that graphics.library over there is implemented via CGX ? Like an...
Forum: Coders. General 31 May 2020, 06:47
Replies: 29
Views: 2,538
Posted By VladR
Thanks. Also, you reminded me of the single...

Thanks.

Also, you reminded me of the single pass approach on Amiga.

That's very different from the spinning up the Blitter thousand times per frame.

I don't have experience with this...
Forum: Coders. General 31 May 2020, 05:27
Replies: 29
Views: 2,538
Posted By VladR
To offer some sort of answer to your question,...

To offer some sort of answer to your question, the fastest 3D scene will have just few scanlines, so your level design must be strictly horizontal - e.g. very wide polygons that are very short...
Forum: Coders. General 31 May 2020, 05:14
Replies: 29
Views: 2,538
Posted By VladR
You are asking way too much of a 7 MHz 68000. ...

You are asking way too much of a 7 MHz 68000.


Even on Jaguar, where I had my 3D engine running on 26.6 MHz RISC GPU, (and I was getting around 13-14 MIPS out of it) and Jag had a Blitter sitting...
Forum: Coders. General 31 May 2020, 04:52
Replies: 29
Views: 2,538
Posted By VladR
So, I can actually chime in with my experience on...

So, I can actually chime in with my experience on Jaguar, as I burnt a lot of time on benchmarking and optimizing my 3D flatshading engine to get to 30/60 fps with a Quake scene.


I recreated the...
Forum: Coders. General 31 May 2020, 04:09
Replies: 5
Views: 417
Posted By VladR
Accessing RTG + 400 MHz ARM on Warp 560

Apparently, there's a new 68060 accelerator: Warp 560, with 256 MB RAM and a 400 MHz ARM, supporting up to 1920x1080 / 60 Hz


http://www.amigawarp.eu/1_6_warp560.html?a=gallery1

...
Forum: Retrogaming General Discussion 21 May 2020, 10:07
Replies: 324
Views: 22,408
Posted By VladR
Oh, I see now. We didn't have a lot (don't really...

Oh, I see now. We didn't have a lot (don't really recall any now) of Ocean games on Atari, so while the brand rings a bell, that's about it...


Actually, that's what I'm trying to do with my...
Forum: Retrogaming General Discussion 20 May 2020, 18:59
Replies: 324
Views: 22,408
Posted By VladR
I don't think I understand. What about ocean ?

I don't think I understand. What about ocean ?
Forum: Retrogaming General Discussion 20 May 2020, 18:58
Replies: 324
Views: 22,408
Posted By VladR
Sure, not having to compute texturing helps, but...

Sure, not having to compute texturing helps, but that gain unfortunately still doesn't show what that particular HW could pull off, if it had a 3d engine that was designed around flatshading in the...
Forum: Retrogaming General Discussion 20 May 2020, 18:55
Replies: 324
Views: 22,408
Posted By VladR
Thanks. Robocop looks pretty cool for 7 MHz....

Thanks. Robocop looks pretty cool for 7 MHz. Enemies have few different frames of animation (like, 5 or so).

But, it's DID/ocean production - that's very far from homebrew.

Watching credits...
Forum: Retrogaming General Discussion 20 May 2020, 18:45
Replies: 324
Views: 22,408
Posted By VladR
Which is a shame, since if you look at all the...

Which is a shame, since if you look at all the flatshaded arcade games of the era, at least on PC, we never got them.

The Virtua Racing - to me- still looks amazing to this day. The first racing...
Forum: Retrogaming General Discussion 20 May 2020, 18:41
Replies: 324
Views: 22,408
Posted By VladR
Correct. Carmack refactored his engine about...

Correct. Carmack refactored his engine about dozen times and the final version is primarily optimized to mitigate the worst-case scenario at the cost of ~halving average framerate in majority of...
Forum: Retrogaming General Discussion 19 May 2020, 18:43
Replies: 324
Views: 22,408
Posted By VladR
OK, now I see what you really meant. Thanks for...

OK, now I see what you really meant. Thanks for drawing.


I presume you would want to retain the 3D feeling of the character, right ? Meaning, all those boxes would be quads, but have full 3D...
Forum: Retrogaming General Discussion 19 May 2020, 18:29
Replies: 324
Views: 22,408
Posted By VladR
Interpolated keyframes on a 14 Mhz 68020 on...

Interpolated keyframes on a 14 Mhz 68020 on ~dozen quads (instead of half thousand) are certainly a realistic target. As long as it's all happening in Integer space and no floating-point nonsense or...
Forum: Retrogaming General Discussion 19 May 2020, 00:49
Replies: 324
Views: 22,408
Posted By VladR
I burnt about a month on 640x480 and...

I burnt about a month on 640x480 and benchmarking, but it really is worth it, visually. I don't think the perceived sharpness difference from 640x480 to 1920x1080 is as big as 320x240 to 640x480. So,...
Forum: Retrogaming General Discussion 18 May 2020, 23:44
Replies: 324
Views: 22,408
Posted By VladR
I admit, my only experience with planar modes was...

I admit, my only experience with planar modes was a gfx library I wrote in asm on PC during the 386DX 40 MHz era for a resolution 360x480, which was planar (4 planes).

But yes - 16 colors could...
Forum: Retrogaming General Discussion 18 May 2020, 22:13
Replies: 324
Views: 22,408
Posted By VladR
Yeah, VBI sounds like best solution.

Yeah, VBI sounds like best solution.
Forum: Retrogaming General Discussion 18 May 2020, 21:09
Replies: 324
Views: 22,408
Posted By VladR
Triple buffering brings more problems than it...

Triple buffering brings more problems than it solves, unfortunately. On a paper it seems like a great idea that you can gain half frame CPU time, but the input sensitivity becomes a real issue,...
Forum: Retrogaming General Discussion 18 May 2020, 17:39
Replies: 324
Views: 22,408
Posted By VladR
OK, I gotta translate those numbers into our...

OK, I gotta translate those numbers into our target resolution, as they don't really say much in themselves to me.


3.5 MB/s at 60 fps is 59.7 KB per frame.
320x256 is 80 KB.


OK, now I see...
Forum: Retrogaming General Discussion 18 May 2020, 17:32
Replies: 324
Views: 22,408
Posted By VladR
Thanks, that's pretty cool then, as we have 1.4...

Thanks, that's pretty cool then, as we have 1.4 frame time fully available.


Now, thinking about it, 60% of frame time (for C2P), on 060 is an awful lot of instructions. I suspect 060 is idle for...
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