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Old 29 March 2010, 14:49   #61
TCD
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9 Fingers is an overhyped anim player, just like SOTA was. No texture mapping there.
Okay, same stuff as with SotA then. Noted
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Old 29 March 2010, 14:57   #62
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Windows shows this as a 107KB "file", no file extension. I tried renaming it to LHA but 7z couldn't open it. What is this file's caper? The screenshot of the cube looks excellent - a real texture map.

What you say about ST/Amiga 3D capability backs up what I've heard years ago (from ST owners). I'll keep searching for some complex animated models, perhaps in the ST scene as well.

It must have been fairly vibrant since there was an advantage in geometry, yeah?

Regarding 9 Fingers, the fact that the figures aren't generated in real-time and just rotoscoped, touched up and played was unknown to me. That demo even made it to Australia and impressed me and my friends who saw it.

Still it was at least well put together, IMO.
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Old 29 March 2010, 15:04   #63
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Windows shows this as a 107KB "file", no file extension. I tried renaming it to LHA but 7z couldn't open it. What is this file's caper? The screenshot of the cube looks excellent - a real texture map.
It's an Amiga exe. You can use it in UAE without renaming it (or load it on your real Amiga from shell).

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What you say about ST/Amiga 3D capability backs up what I've heard years ago (from ST owners). I'll keep searching for some complex animated models, perhaps in the ST scene as well.
This is however only true for "newschool" 3d routines (i.e. those that require c2p), "classic" 3d routines are faster on the Amiga since Blitter/CPU can work in parallel whereas on the ST everthing has to be done using the 68000 only.
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Old 29 March 2010, 15:06   #64
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Windows shows this as a 107KB "file", no file extension. I tried renaming it to LHA but 7z couldn't open it. What is this file's caper? The screenshot of the cube looks excellent - a real texture map.
Just run the file straight from winuae
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Old 29 March 2010, 15:14   #65
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Just run the file straight from winuae
= put it in DF0
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Old 29 March 2010, 15:16   #66
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Yeah, that's bull shit (as in, impressive). Do you think a stock A500 could rotate twice the geometry as in a dodecahedron like this: http://en.wikipedia.org/wiki/Fileodecahedron.gif but textured?
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Old 29 March 2010, 15:20   #67
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Another nice little demo that i always liked was tetris/melon . I think Melon in general made people start to think about the design in the demos a lot more (i get the feeling this won't be a popular opinion), and spawed the birth of pastel shaded demos .
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Old 29 March 2010, 17:47   #68
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Quote:
Originally Posted by Falcon Flight
Do you think a stock A500 could rotate twice the geometry as in a dodecahedron like this: http://en.wikipedia.org/wiki/Fileodecahedron.gif but textured?
Drawing and rotating a dodecahedron isn't a problem with a "standard" matrix 3d routine that uses multiplies and divides and these are the commands that take the processor cycles on A500 68000 machines.

Doing the 3d the C64 way with pre-calcs / lookup tables *maybe* there'd be enough time - I'm not sure. I don't know if there's a way to get enough precision on the texture mapper either with fixed point calculations only.

I don't remember personally seeing any demos that have one of these - be great to see one if it exists though!
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Old 29 March 2010, 17:51   #69
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Drawing and rotating a dodecahedron isn't a problem with a "standard" matrix 3d routine that uses multiplies and divides and these are the commands that take the processor cycles on A500 68000 machines.

Doing the 3d the C64 way with pre-calcs / lookup tables *maybe* there'd be enough time - I'm not sure. I don't know if there's a way to get enough precision on the texture mapper either with fixed point calculations only.
Texture mapping with fixed point is no problem at all, and drawing such object is definitely possible on an 68000/A500, probably not in 50FPS if you really want texture mapping though.
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Old 29 March 2010, 17:55   #70
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Texture mapping with fixed point is no problem at all, and drawing such object is definitely possible on an 68000/A500,
OK cool.

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probably not in 50FPS if you really want texture mapping though.
What's the difference between texture mapping and really texture mapping?

Do you mean that demos like Cube-O-Matic are a kind of "cheat" texture mapping?
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Old 29 March 2010, 18:06   #71
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What's the difference between texture mapping and really texture mapping?

Do you mean that demos like Cube-O-Matic are a kind of "cheat" texture mapping?
That was not what I meant, I meant it like "if you really want texture mapping (instead of some simpler filling algo"). Cube-O-Matic is real texture mapping (i.e. no cheat).
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Old 29 March 2010, 18:25   #72
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Ah OK, sorry man - my misunderstanding.
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Old 11 April 2010, 20:49   #73
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I think the "WOW" factor counts .
I personally love the "What a bummer" screen by Respectables .
Ok, it's Atari-ST, but a demo doesn't have to run on Amiga to be great .

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