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Old 19 January 2015, 17:10   #41
sandruzzo
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Originally Posted by Michael View Post
Why 2x2 ? It will run nicely in 1x1 on 030 chip and possibly 2x1 on a fast ram A1200.
And if we are really pushing the limits it can be a combination of textured mapped simple 3D (2.5) engine for the road and side buildings, bridges, and sprites for cars and powerup objects.

Anyways, this is for an advanced game, I will still be happy with Lotus, XJ200, Batman, ChaseHQ type road enigines. Or maybe a fully polygonal road like StuntCarRecer.

Anybody remembers AlienF1 ? A very nice and fast textured engine, just needs the easier arcade controls and more conventional lambo style cars
The Idea is to have a good old fashion game, but better
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Old 12 February 2015, 12:18   #42
Rebel-CD32
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I just saw another Amiga racing game that has textured roads, but also hills and forks in the road, and it came out in 1988!


4x4 Off-Road Racing
[ Show youtube player ]

So why wasn't this technique repeated and perfected in racing games that followed?
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Old 12 February 2015, 19:00   #43
Nekoniaow
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Originally Posted by Rebel-CD32 View Post
I just saw another Amiga racing game that has textured roads, but also hills and forks in the road, and it came out in 1988!

4x4 Off-Road Racing
[ Show youtube player ]

So why wasn't this technique repeated and perfected in racing games that followed?
Maybe because it has the frame rate of a dead elephant?

This said for US Gold in 1988 this isn't actually too shabby. They managed to do much worse afterward, which when you think about it is quite an achievement: normally you get better with practice.

In all seriousness though, it's clear that this is an interesting starting point and they could have improved upon that, but it's much easier to do textureless roads on the O/E-CS machines.
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Old 12 February 2015, 20:03   #44
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Maybe because it has the frame rate of a dead elephant?
Haha, my thoughts exactly. And guess what, game was coded in C. Sorry, couldn't resist to mention that.
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Old 12 February 2015, 20:39   #45
Nekoniaow
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Haha, my thoughts exactly. And guess what, game was coded in C. Sorry, couldn't resist to mention that.
Ahah! Nice one.

I'll have to prove my thesis myself then.

Last edited by Nekoniaow; 12 February 2015 at 21:32.
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Old 14 February 2015, 10:16   #46
Hewitson
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That's the worst racing game I've ever seen. Can't believe they actually expected people to pay for that.
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Old 14 February 2015, 10:46   #47
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Looks like a better version of Street Racer with realistic physics.
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Old 14 February 2015, 15:40   #48
Mrs Beanbag
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Originally Posted by Rebel-CD32 View Post
I just saw another Amiga racing game that has textured roads, but also hills and forks in the road, and it came out in 1988!


4x4 Off-Road Racing
[ Show youtube player ]

So why wasn't this technique repeated and perfected in racing games that followed?
that is comically bad
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Old 14 February 2015, 16:43   #49
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I'd also really like to see someone attempt a textured road in a Lotus-style game. It's certainly possible, yet hardly anyone ever attempted it. I think the best way to go about the texturing would be to quickly mockup a textured road in a 3D program which uses a repeating pattern, scroll it towards the camera and save out the frames. The parallax road should then cycle through the animated frames to give the illusion of road moving towards us. Does this make sense? I'm only approaching this from a graphical point of view rather than having any technical programming knowledge, but I can see in my head how it would work.

Street Racer uses this technique, but sadly the engine doesn't support hills which I think are important for a game like this.



If you can work out how to code it, I'd like to help with the road/roadside textures, objects and colour palettes. I've had this on my mind for a long time and have just been waiting for someone else to be interested in the idea. I think an AGA Amiga should be able to reproduce a Need For Speed-style game with OutRunners-style graphics using a mixture of pseudo-3D roads, (animated) pattern-mapped polygonal landscapes combined with scaled bitmaps.
So, none remembers "Xtreme Racing" for AGA?
Very cool game imho.
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Old 14 February 2015, 16:58   #50
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Xtreme Racing isn't pseudo-3D like Lotus though, it is actual texture mapping using C2P routines, thus runs very slowly with low resolution on a stock A1200.

50fps on stock hardware or bust.
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Old 14 February 2015, 17:55   #51
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BosCar engine should be used in other games
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Old 17 February 2015, 09:46   #52
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There is also this strange Amiga game Wave Run [ Show youtube player ]
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Old 17 February 2015, 22:06   #53
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Originally Posted by sandruzzo View Post
The Idea is to have a good old fashion game, but better
I think the idea is great. By doing a pseudo-3d road racing game in modern times, we can have as many objects on the side of the road as we want, and perfectly smooth retro-style gameplay at the same time with none of the limitations of the old hardware.

I started working on my own game like that, written in Lua (for Windows/Mac), working title Arne's Racing. There's only a road and some objects so far. The road is drawn like in Lotus etc, but using a pixelshader to draw the correct lines from the road buffer.
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Old 17 February 2015, 22:31   #54
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There is also this strange Amiga game Wave Run [ Show youtube player ]
That game was done in Blitz Basic by Zener/Gus Entertainment (Tracker Hero and Amiga Game Creator fame) more than 15 years ago!
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Old 17 February 2015, 22:42   #55
Dunny
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Originally Posted by rsn8887 View Post
I think the idea is great. By doing a pseudo-3d road racing game in modern times, we can have as many objects on the side of the road as we want, and perfectly smooth retro-style gameplay at the same time with none of the limitations of the old hardware.

I started working on my own game like that, written in Lua (for Windows/Mac), working title Arne's Racing. There's only a road and some objects so far. The road is drawn like in Lotus etc, but using a pixelshader to draw the correct lines from the road buffer.
I would love to see how you get on with hills - you're using the same algorithm as mine, and hills are problematic... Seeing someone else solve those problems would be nice

D.
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Old 18 February 2015, 02:31   #56
saimon69
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links that i found, many i suppose known:

http://www.extentofthejam.com/pseudo/
http://www.blitzbasic.com/Community/...hp?topic=99346
http://codeincomplete.com/posts/2012...ascript_racer/
https://dev.opera.com/articles/3d-ga...asting-part-1/
http://www.blitzbasic.com/Community/...hp?topic=42275
http://www.blitzbasic.com/codearcs/c....php?code=1258
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