27 January 2019, 20:36 | #1 |
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I have Source Code for the Fractal 3D Engine of Rescue on Fractalus
A very good day to you Sir,
I hope you are doing Great Sir, I have Source Code for the Fractal 3D Engine of Rescue on Fractalus It is a re-write but runs 100% like the real Rescue on Fractalus Engine It is written in PureBasic and compiles with the PureBasic Compiler I was wondering if anyone would like to help me modify the engine so that it runs like the Fractal 3D Engine of Koronis Rift ? I.E like a hover tank on an un-even terrain moving with pitch, yaw, roll etc I can provide the Source Code on Request Thank you very much for your time and kind regards as always |
27 January 2019, 20:46 | #2 |
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Now there is a great game, loved it on the Atari 800XL.
The PC remake looks amazing! [ Show youtube player ] Hope someone takes it on for the Amiga! Geezer |
27 January 2019, 21:07 | #3 | |
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Quote:
I am looking more for the - "Retro Style" Engine which is like Koronis Rift Here are some pictures of the Retro Style Engine so far Kind Regards Sir Last edited by THANOSTITAN8881; 27 January 2019 at 21:15. |
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10 August 2020, 14:17 | #4 |
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10 August 2020, 15:22 | #5 |
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I think you replied a year and 8 months too late
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10 August 2020, 15:32 | #6 |
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don't you like all those failed projects ?
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10 August 2020, 17:29 | #7 |
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It sucks, I have a pile of my own... but at the end of the day, it's still fun to temporarily play around with stuff. Making a prototype is easier, making a full game is bloody hard and time/life consuming
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10 August 2020, 19:24 | #8 |
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[ Show youtube player ]
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10 August 2020, 21:05 | #9 |
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10 August 2020, 23:14 | #10 |
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Having experienced the jaw-dropping Fractalus, back in the day on Atari 800 XL, I can't help but think how awesome could this type of terrain engine look like on something like a Vampire.
Unfortunately, it's lower on my To-Do list of projects, than a Voxel Terrain... |
11 August 2020, 00:42 | #11 | |
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Honestly, the reason the Atari version looked so amazing is that they achieved so much with so little, and it took imagination to fill in the blanks. On the PC, with the sheer amount of 3D accelerated power available for textures and polygons, of course it's going to fill in the blanks, but it looks like any other generic 3D accelerated game on the PC, ie. boring and samey. Sometimes, (a lot) less is more. |
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11 August 2020, 01:36 | #12 |
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I have to agree. I thought RoF was amazing considering the limitations of the hardware, but on a modern computer, a direct remake would be disappointing. It would have to push the limits of modern hardware to be comparable. I do applaud anyone who takes the time to create such a homage to a classic game, it's certainly beyond my programming skills.
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11 August 2020, 03:27 | #13 |
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I agree with the PC sentiment, but Vampire is still Amiga.
Nobody knows what that HW is capable of, because it hasn't been pushed nowhere near its limits. I'm still trying to figure out what exactly I can extract from the HW, as it keeps surprising me all the time. It should be able to pull off terrain roughly of Comanche III complexity, if we`re talking voxels. Or, if we're talking flatshaded Fractals like in this case, we could increase terrain distance (8x) and grid spacing (16x). Also higher resolutions are doable on Vampire. Especially flatshaded (like here). If we were willing to accept the 8-bit Atari framerate, then the scene complexity would go waaaaay up. It would definitely look very original and unlike anything that was done before, because on PC, after the voxel demise (Outcast), it was all just polygons and textures and shaders last quarter century. It shouldn't take more than a week to make a techdemo of this... |
11 August 2020, 04:08 | #14 |
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Speaking of Fractalus and Amiga, what's the [at least somewhat similar in genre] Amiga game that gave you the same jaw-dropping experience back in the day?
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11 August 2020, 06:20 | #15 | |
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Quote:
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11 August 2020, 06:38 | #16 | |
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Quote:
I did a simple voxel rasterizer (from imported TGA heightmap) last year on Jaguar (running on the RISC GPU) for the 4 KB demo compo, so I could in theory just straight port that code to Vampire, as I wrote it in my Higgs, so it should directly compile for Vampire. If I recall correctly, it was running in RGB:5.6.5, but I would obviously use full 24 bits on Vampire (which means you can have any color you want - very useful for fog and other FX). I didn't contact them, I have about half dozen additional voxel tech approaches in my notes (in various states of detailed algorithm break-down) that I have yet to implement Must.Resist.Voxel.Now |
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13 November 2020, 16:15 | #17 |
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An Amiga version of Rescue on Fractalus! would be a wonderful thing. Must learn to program!
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14 November 2020, 00:05 | #18 |
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Why are people so obsessed with the Rescue on Fractalus engine? I was creating fractal landscapes in programs on the Amiga as easily as that. I don't have any remaining programs on the Amiga of having done so, but there was only so much I could do in 32 colours, with EHB for shadows. Luckily, the PC's VGA graphics, and eventually 24-bit colour, allowed me to go so much further.
(see attachments) As for the Atari 8-Bit for RoF, it couldn't have been that difficult to create the engine, as they took a shortcut when it came to banking in your spaceship (tilting) - it's not actual rotation of the viewport, but skewing of the Y-axis information. |
15 November 2020, 14:51 | #19 |
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Because in 1984 it delivered a WoW factor like no other game on 8 bits.
Of course, if you had Amiga back then, you can't really relate to that as there were plenty games which allowed you to fly over the terrain freely, so I suppose it makes no sense to you. To me personally, Fractalus belongs to Top 10 games of all times. |
15 November 2020, 15:06 | #20 | ||
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Quote:
Not to mention you have so much RAM on OCS, you can create all kinds of look-up tables to speed up portions of the rendering pipeline. Quote:
68000 is waaaaaaaaaaaaaaaaaaaaay more comfortable and safe. Hell, you can even do full signed 32-bit (if you accept the performance penalty) math via single instructions. Your simple HW-supplied ADD instruction is few pages of a very delicate 6502 code that took days to debug and hunt those few remaining elusive bugs. Plus, on Amiga, you could actually prototype the whole game right on the actual HW in C, as you've got gobs of RAM on OCS. And only when the thing runs, start porting pipeline segments to ASM. Good luck with that approach on Atari (maybe somewhat useable on 130XE). You would have needed very expensive disk drives (and even more insane build-deploy approach upon every single build). |
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