29 March 2020, 16:57 | #361 |
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Hey, would something like this help? I've made it quite big in terms of the box area it covers, you won't have to draw that part of the screen. It could be bigger still if that helps (could do 128*48?)? You could also do a bare fist on the left and the other hand holding the gun on the right to save more space...
Last edited by rothers; 29 March 2020 at 17:05. |
01 April 2020, 00:07 | #362 | |
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And as a second thought, firing action can only switch to the first shooting frame, so we could assume that the common area of current frame and first firing frame is safe to be skipped. I don't expect big gain, but every gain is a gain worth trying. After all, the current performance is no result of a single trick, but rather the sum of all tricks and optimizations implemented. And in the meantime, I've just finished recording voiceovers for the next video. As an afterthought, I'll just need to add some quick introduction (what I do in the series in general), because cutting straight to paper map design without explaining what is it for doesn't cut it. But I feel I slowly get a hang of this whole editing/recording thing. |
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01 April 2020, 14:24 | #363 |
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Can you share or explain what the palette situation is and I can draw you some suitable things.
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02 April 2020, 23:47 | #364 | |
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I'm definitely going to allow each map to have a custom palette, so source assets would have to be stored in 8bpp format (either one 256-color palette for entire game or a per-asset palette) and they will be dithered to 16 colors of the level on load (including coloring logical pixel halves separately). In case of 8bpp source assets, a pair of tables (for checkerboard pattern) could go a long way and allow complete control of how source assets are represented in map's palette - including but not limited to recoloring for climate and avoiding nasty dithering outcomes (because we all love how current hand looks like). Another thing is, that a lot of people keep questioning me how using sprites could improve the situation, which would give the gun its own custom palette. I'm not completely sold on this solution, because it requires either limiting gun to 3 colors, using multicolor severely limiting gun size, or some creative combination of both. But I'm willing to give it a try anyway. |
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03 April 2020, 02:24 | #365 | |
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Weapons can then have their own palette which will make the game much more colorful overal. The color slots that are currently held by the guns will also be freed to be used in the level itself. And using hardware sprites might also free up resources (correct?). This seems to me like a massive win overal -Edit 1: And to top the above, each individual weapon can also have it's own unique color palette, given the weapon change is gonna work like in Doom (move old weapon down, move new weapon up) as you could do then a sprites palette swap once the weapon to be changed is off screen. -Edit 2: In addition colors used for levels and enemies are currently drastically limited (per level) because you need to keep the color palette coherent throughout the game so as not to mess with the rendering of your weapons (which remain the same). So there's not much room for level palette changes really. Making the weapons sprites will -at least- alleviate this restriction as then you can freely change the palette of the surroundings without affecting your weapons. Last edited by Tsak; 03 April 2020 at 02:55. |
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03 April 2020, 13:25 | #366 |
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I think I can manage with 3 colours mostly, I'll see what I can do. I might do one attached and the rest 3 colours. Guns tend to use the same colours. I might do a separate sprite for the gun fire.
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03 April 2020, 13:45 | #367 | |
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Just, understand, it would be pity to have such amazing technical game, without nice campaign. Imagine Wing Commander with poor campaign story. I really hope, once you make 95% of the engine ready, to have a little thought about it, and of course, I'll be willing to help, if you need help on that. After all, I think nice story and missions could motivate you further. For example, you wanted something unexpected to happen (something little bit different then grabbing a red key for red door), and then you think a way on how to solve the technical part within the engine. Looking forward for next video. |
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04 April 2020, 01:50 | #368 | |||||
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Also the win with sprites is not that obvious, because the DMA steals extra bus cycles. Quote:
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Just joking. But as I've stated before, as soon as I manage to get the toolchain into somewhat usable shape, I'm all open to start some kind of modding community and hopefully we all could collaborate on something interesting. Because not only I don't consider myself a good storyteller, but the scope of making such a game on top of the engine simply feels beyond my time capabilities. So everybody would be better off with other people making maps and me finally implementing these variable-height floors and stuff. Quote:
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04 April 2020, 03:08 | #369 |
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16 April 2020, 18:54 | #370 |
mä vaan
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Wondering how near your are to get playable demo out?
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17 April 2020, 12:08 | #371 |
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@utri007, I wonder that too. I will gladly pay €25 for the finished game. This game rock.
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17 April 2020, 13:38 | #372 | |
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Of course, if you need to start masking stuff in the sprite that all changes, but if all you want is overlay the sprite on a certain part of the screen it's really quite effective. Even better would be if it were to be possible to cheaply* avoid drawing the pixels behind the non transparent parts of the sprite (not just not to the chunky buffer, but also not to the bitplane one so essentially avoiding part of the C2P). But that's something that would be very dependent on how the engine works so I don't really consider myself qualified to argue that it is easy or possible Anyway, the above are just some ideas. Hopefully they're helpful. If not, well the game as shown is already quite impressive as is *) I'm thinking about something like a rectangle that isn't drawn to or something like that, masking is probably too expensive? |
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18 April 2020, 12:28 | #373 | ||||||
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- if weapon is ready to fire, weapon frame can be changed to firing one at the very last moment (to reduce latency) - so we can only skip drawing the common part of current frame and first firing frame, - wall rendering uses simplified logic for first pass, which skips clipping by Ymin/Ymax and draws just full screen - not drawing under weapon would require disabling this optimization and prformance could be worse in the end Quote:
Anyway, next video just needs a few touches now, so... |
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18 April 2020, 12:49 | #374 | |||
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What I do know is how many cycles it costs to draw sprites to the screen vs pushing pixels with the Blitter and that's all that my thought process was based on. Real world is always more complicated Quote:
For the record though: I do know these are all compromises and that what I'm saying isn't "free". What I was wondering about/suggesting was that perhaps the overall result could be positive - primarily because the act of drawing a sprite to the screen itself is so cheap compared to using the CPU or Blitter to the same. If this is not the case for you, well then that's fine too |
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18 April 2020, 15:36 | #375 | ||
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18 April 2020, 17:18 | #376 | ||
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Just for fun, I did a very rough back-of-the-envelope calc for how much you could save (let's assume all pixels are flat). This would then be on the order of 64x64 pixels=32x32 logical pixels=8192c minus sprite cost of 8*64*4=2048c. Which is a total of 6144 CPU cycles/3072 DMA cycles. That's really not a lot and that excludes the logic for actually skipping the pixels. So from a performance perspective it's indeed probably not really worth the bother. That just leaves it potentially looking better, which can naturally be a good reason to do it anyway. But yeah, it doesn't offer as much performance as I'd hoped (if it would even offer any). Quote:
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18 April 2020, 19:09 | #377 | ||
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20 April 2020, 20:17 | #378 |
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And the new video is out.
Have fun! [ Show youtube player ] |
20 April 2020, 20:50 | #379 |
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So good to see updates to this fantastic engine Looking very good. Thank you for the video and keep on the great work.
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20 April 2020, 21:04 | #380 |
CaptainM68K-SPS France
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awesome engine !
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