28 December 2017, 01:14 | #161 |
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31 December 2017, 01:40 | #162 |
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What do you guys consider vanilla A500? With 512kb Ram expansion, or without?
I personaly think, since these expansions were so largely used (I think 95% of the A500 had them), and many software requires it, I consider it as a part of A500. That being said, I wouldn't even considering porting Wolf3D with only 512kb. @britelite That was awesome man! Way beyond any of my expectation. I know there's no sprites yet and other stuff, but really cool to see how smooth it is on A500. I really hope, you, or somebody take this, and go one more step further, in hope that maybe someday, it will be finished. (even that Atari ST port is pretty good for me, if A500 can handle that speed (I'd call that a big success)) Cheers to all! |
31 December 2017, 02:09 | #163 | |
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31 December 2017, 19:15 | #164 | |||
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01 January 2018, 17:04 | #165 | |
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Wolf is a good game, but I'd rather see something new. btw...here's a similar topic from a really nice and knowledgeable guy ReadOnlyCat: http://eab.abime.net/showthread.php?t=79538 EDIT: oh... I see you participated in that thread already... well... maybe someone will find that thread interesting Anyway, it's really cool to see how far A500 can go with doom like clones. One little off topic question: Would A500 better (faster) handle gradients then textures on 3D models? I have in mind something similar like "Behind the iron gate", but not exactly like that. More like a fake of ambient occlusion. |
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01 January 2018, 18:01 | #166 |
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Untextured walls with depth shading would indeed be a lot faster on A500, as they wouldn't need to be drawn on a per-pixel basis.
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01 January 2018, 21:18 | #167 | |
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03 January 2018, 20:13 | #168 | |
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Little of topic (not connected with the wolf3d port)
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Some idea is on my mind for some time, and I did a quick scene in 3DS Max to explain my thoughts. I have no idea about coding, of course. You will see a scene where I kind'a faked global ilumination, but all that is using is gradients on polygon, and polygons with just a pure color. I attached the picture of polygons used (all is done with them). Is Amiga capable of something like this? Is this right approach of thinking? Of course, this scene is very very basic. Thanks in advance. Cheers to all. |
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03 January 2018, 20:58 | #169 | |
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But the floors and ceiling would most likely need to be one color. |
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03 January 2018, 21:03 | #170 |
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In that case, be better off "drawing" the floor and ceiling with a copperlist gradient, a dynamic one like as was used in Corporation and Robocop 3
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04 January 2018, 15:04 | #171 | |
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05 January 2018, 08:39 | #172 | ||
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I hope you don't mind that i have decrunched and disassembled the code for educational purposes (and have it running great in Asm-one by now). Looking at the code, it's not even heavyly optimized, apart from the unrolled scalar code, and as you say yourself, it can be faster (evident by the fact that you have made it faster after this demo) Quote:
Last edited by LaBodilsen; 05 January 2018 at 08:54. |
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05 January 2018, 11:51 | #173 | |||
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05 January 2018, 14:43 | #174 | |
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@LaBodilsen and britelite
That's just fantastic. Looking forward to see any work you done. Good luck! @LaBodilsen Would you attempt to make a wolf3D port, or some your own game like britelite, or just for styding and learning purpose, that may (later) leads to one of the above options? Just curious thou, no need to answer if you don't want to. Quote:
Well, I was hoping, if we can use some procedurals (gradients or whatever) instead of textures, to make something run really fast on A500. Unfortunately, my knowledge is very limited to offer any useful idea. Anyway, I was always wondering, why programmers (almost) always insists on textures, even when they try 3D shooter on 8-bit machines? Why not just pure color, but fast and nice gameplay? Something like behind the Iron gate. There's many attempts with textured games, and very few untextured. Cheers! @Galahad/FLT and hooverphonique Thanks and cheers! |
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05 January 2018, 14:53 | #175 | |
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That could make a huge difference. |
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05 January 2018, 19:21 | #176 |
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As promised, I started a new thread for more technical talk.
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06 January 2018, 10:50 | #177 |
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I dont intend to make a Wolf3D port per se, so for the time beeing it's only for learning purpose, as i've always wanted to try and write a 2.5D raycaster myself.
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06 January 2018, 14:16 | #178 | |
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Creating all the sprites and levels is big job. Bigger than many could though. Another thing is, can you keep fps if there is a movin object in screen, like enemy? |
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07 January 2018, 15:40 | #179 |
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Had a little fun today, and spent sometime to understand the texture format of britelites demo.
So.. This is how i remember Wolf3D looking. (sorry for bad texture conversion) Also added different greys for floor and ceiling. |
07 January 2018, 17:04 | #180 |
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That looks surprisngly effective, and a virtually free implmentation as well. Gives it a hint more depth.
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