23 September 2019, 08:28 | #141 |
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Man I can't help it, I keep eeeeeeeagerly checking for new updates
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23 September 2019, 14:22 | #142 |
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In a software renderer, chunky pixels only matter on the most simple of engines. The more complex the engine, more work is being done in the engine while the C2P overhead remains the same.
So chunky pixels could make Wolf3D go *way* faster, Doom go notably faster, Quake a little faster, but by the time you get to an engine like Tomb Raider, C2P becomes a small percentage of the work to be done. In the end your frame rate gets limited by how slow your display RAM is. |
24 September 2019, 14:00 | #143 | ||
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As for the update, making a demo level would be next task. I'm still figuring out how to approach it, because I'd love to record the process of the making, but I have completely no experience in this matter. Also not having a safe spot to record doesn't help either (when I do have some time, my kid is sleeping nearby, so no voice recording). Quote:
Last edited by lilalurl; 24 September 2019 at 14:21. |
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24 September 2019, 14:12 | #144 |
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24 September 2019, 18:02 | #145 |
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Consider that C2P can be done at copy speed on 060 (copy from fastmem to chipmem), i think the chipmem write speed is the major limiting factor for AGA/060 coders. even if you had a chunky mode, the slowdown would still be the write speed to chipmem.
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25 September 2019, 21:20 | #146 |
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27 September 2019, 20:08 | #147 | |
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Did I read you right when you said level, texture, object data and so on was coded within the program itself? e.g., no WAD files, but it's hard coded in the executable? How "big" (or complex) can maps be and the program still run at a decent (12-14 fps) frame rate? Could you use any of the stock DOOM maps, E1M1 or anything else? What about other in-game effects? Hurtfloor, etc.? Thank you in advance so much for your responses! Oh, and I shared this with Rebecca Heineman, who did the Jaguar port of DOOM back in the day. |
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27 September 2019, 20:28 | #148 |
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Me too.
From what I understand (correct me if I am wrong KK/Altair), this is not like Doom engine, but more like and advanced Wolf3D engine. So, no stairs, but there's a lot of visual addition in comparison to wolf 3D Engine. It can have diagonal walls, it can have floors up to 2 or 3 levels (but you can only look at them, not walk on them), openings on the roofs, background image at distance.... all this he showed in the video. All this additions makes levels to appear much bigger, and more doom/quake like in appearance. It even have some cool lightning cast on floor effect. |
28 September 2019, 04:33 | #149 | |
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28 September 2019, 13:40 | #150 | |
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That brings me to another (noobish) question:
With Aca 500 + in my Amiga 500, will there be any speed improvement on (default) 14Mhz (68000), or overclocked 24, or 42Mhz? And additional 8MB of Ram, of course. Edit: I have to correct myself here. Quote:
Now, how cool is that? |
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28 September 2019, 19:09 | #151 | |
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29 September 2019, 04:08 | #152 | |
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29 September 2019, 13:47 | #153 |
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Looks fantastic. Well done and keep up the great work!
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29 September 2019, 21:15 | #154 |
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30 September 2019, 22:29 | #155 | ||||||||||
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(* only visible objects are active; literally; which has fun implications, that if the doors close when missile was mid flight behind them, it will freeze and continue after opening the door) Quote:
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But comparing to Doom, my engine is much more advanced, when it comes to drawing optimization. While Doom just rendered a lot of things back-to-front, I'm drawing front-to-back with using portals with zero overdraw (which is what Duke Nukem 3D did). But while DN3D computed what to draw and sorted on the fly, I precompute this information. I don't want to sound overconfident, but my map drawing algorithm is probably more optimized than both of them (but again, I had both this engines as a reference, and could improve upon them). Quote:
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But it's definitely cool enough to definitely try it once I'm up to this task. Quote:
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01 October 2019, 03:33 | #156 |
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As always, KK, you provide some great insight. I'm looking forward to watching this grow, and develop. Thank you for sticking with it. The path through native Amiga FPSes is a sad one in places, scattered with forgotten and abandoned programming projects...
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01 October 2019, 08:43 | #157 |
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This project is so crazy amazing..
I don't have words for that.. |
01 October 2019, 10:34 | #158 |
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@KK/Altair : Your "think out of the box" to make FPS games run better on Amiga, is just amazing. You're a genius ! (in all modesty of course )
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01 October 2019, 11:43 | #159 | |
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It is of course very possible I'm missing something obvious here but the above is at least how it appears to me reading the thread. |
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01 October 2019, 12:13 | #160 | |
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In other words, the amount of work involved in transforming vertices and moving actors etc increases massively, while the c2p work stays the same. |
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