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Old 27 January 2019, 20:36   #1
THANOSTITAN8881
 
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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
 
Old 27 January 2019, 20:46   #2
mcgeezer
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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
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Old 27 January 2019, 21:07   #3
THANOSTITAN8881
 
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Quote:
Originally Posted by mcgeezer View Post
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
Thank you for the reply

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.
 
Old 10 August 2020, 14:17   #4
Zener
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What happened to this project? and the code?

Quote:
Originally Posted by THANOSTITAN8881 View Post
Thank you for the reply

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
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Old 10 August 2020, 15:22   #5
arti
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I think you replied a year and 8 months too late
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Old 10 August 2020, 15:32   #6
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don't you like all those failed projects ?
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Old 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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Old 10 August 2020, 19:24   #8
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Old 10 August 2020, 21:05   #9
Zener
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I think you replied a year and 8 months too late
In Amiga time it is quite fast
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Old 10 August 2020, 23:14   #10
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Originally Posted by kamelito View Post
...
MasterBlazer vid
...
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...
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Old 11 August 2020, 00:42   #11
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Quote:
Originally Posted by mcgeezer View Post
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
The PC remake looks boring.

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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Old 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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Old 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...
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Old 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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Old 11 August 2020, 06:20   #15
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Quote:
Originally Posted by VladR View Post
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 shouldn't take more than a week to make a techdemo of this...
Did you got in touch with Wedgeworld Icarus coders? They are doing a voxel racer
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Old 11 August 2020, 06:38   #16
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Quote:
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Did you got in touch with Wedgeworld Icarus coders? They are doing a voxel racer
Yeah, that game looks interesting.

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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Old 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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Old 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.
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Old 15 November 2020, 14:51   #19
VladR
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Why are people so obsessed with the Rescue on Fractalus engine?
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.
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Old 15 November 2020, 15:06   #20
VladR
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I was creating fractal landscapes in programs on the Amiga as easily as that.
Of course. Even OCS has 32x more RAM than Atari 5200. And it has Blitter, which could be used to draw vertical stripes in parallel to CPU processing the landscape (whether it would have been faster than unrolled CPU loops is now besides the point).
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:
Originally Posted by Foebane View Post
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.
Oh, you clearly have never ever done signed math on 8-bit 6502 in ASM

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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