13 December 2017, 06:28 | #21 | ||
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You're already setting your expectations WAY too high, so you would only be disappointed by the end result. Trust me when I say that the ST-version is pretty much exactly what you would get on an A500. Quote:
If you really want to get a good piece of brainstorming done, then actually produce a proof of concept. Because in that case you would actually have acquired some of the knowledge needed to have a discussion on the feasibility of something, and more people would be willing to help you improve. But as it stands now, it only looks like you want others to do stuff for you, so that you will be able to take credit if something gets done. |
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13 December 2017, 07:49 | #22 | |
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13 December 2017, 08:34 | #23 |
Moon 1969 = amiga 1985
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do you think it's possible to use blitter c2p routine to make a better stunt car racer on the amiga 500.
I suppose that the speed won't be good. |
13 December 2017, 08:57 | #24 |
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13 December 2017, 10:04 | #25 |
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Project Battlefield
Requires at least 1.5mb before it can work on an A-500/1000 (intro alone requires 1mb before playing). Texture heavy. Plays in a small window for performance. Don't know if there are options to change the window size. Project Intercalaris (sequel to Project Battlefield) Requires at least 1.5mb before it can work on an A-500/1000 (not sure if that is only due to the intro). It's texture heavy, but there are some graphical options to improve performance: 1 = Full Screen 2 = Medium Screen 3 = Small Screen f = enable/disable floor texture d = enable/disable ceiling texture a = toggle rotation speed Behind the Iron Gate Requires at least 1mb before it will run on an A-500/1000. Fewer textures, but more frames per second. |
13 December 2017, 10:49 | #26 |
Moon 1969 = amiga 1985
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13 December 2017, 11:10 | #27 |
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13 December 2017, 12:04 | #28 | ||||||
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The 5mhz version you showed is actually running on an 8-bit 8088! At 4.77mhz! Quote:
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13 December 2017, 12:14 | #29 | ||
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No you can't, which is pretty obvious.
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Last edited by britelite; 13 December 2017 at 12:29. |
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13 December 2017, 12:30 | #30 |
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Stunt Car Racer is a good example of what an Amiga 3D game should be. It uses the Blitter to plot polygons instead of chunky to planar routines. The Copper is used to shrink the visible display of the 3D portion of the screen. This may even allow reducing the palette depth of the non-critical portions of the display such as the scoreboard so that the blitter may use more bandwidth. Even so, it should be noted that it runs at a barely playable frame rate by modern standards.
What is needed is a way to improve the 3D capabilities of the blitter because the bandwidth simply isn't there where we need it. An accelerator card with Fast RAM would allow the CPU to plot the border bits of the scene so that the blitter could concentrate on the fill mode only. The 68000 lacks the speed to do this and run the game at the same time. In short, software optimization alone will be a fruitless exercise without hardware innovation to also be used. |
13 December 2017, 13:50 | #31 |
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I always figured the main problem for any Amiga 3D game would be the pixel fill rate (i.e. bandwidth) of the OCS chipset. Even if you could do every other thing 'for free', merely redrawing all the pixels on screen will most likely make you drop to 25FPS or less - after all, the chipset can copy a maximum of ~35KB/PAL frame (assuming nothing else uses the bus at all) and that is not enough to copy a full 320x256x16 colour bitmap.
Of course, you could try to cheat somehow, but cheats tend to be of somewhat limited use in case of games - they are either too limiting or too obvious. |
13 December 2017, 15:20 | #32 | |
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First, telling people that ACTUALLY KNOW THE AMIGA INSIDE-OUT what they say cannot be true, when they are facts, and you have not the know-how to refute with a counter-argument, is not encouraging, it's the opposite (hence britelite's words that you said "do not understand"). Second, this whole thread and your attitude, does not facilitate anything. Anyone can go and look at things on the Internet. However if you were to provide working code to support your outlandish ideas, that would actually be facilitating. But you can't. Again, you are being TOLD by those WHO DO already make things for Amiga and know the hardware very well, that if you are SO SURE this would work, you should make a proof of concept or provide any example code where you PROVE that your statements are true. Yet you do not, because, of course , you are "not a programmer". Then if you are not, how can you know the slightest bit to ascertain any of your claims? You don't. so stop acting like you do. It's irritating to the max. |
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13 December 2017, 16:08 | #33 |
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If you don't believe it's possible then you don't have to reply to the thread. It's not a troll or abusive thread, it's not reaching out and smacking you in the face. If you truly believe I am wrong and have already told me why, then what is the point to keep telling me "no".
This thread is for people who want to explore the topic, if you don't then just ignore it. Secondly, you and britelite seem to be arguing that nobody can talk about a wishlist unless they know how to make it themselves. You all know I can't program so basically "shut up unless you can program it" translates to "shut up", I'm not allowed to talk about potential Wolfenstein ports on the Amiga OCS. |
13 December 2017, 16:12 | #34 | |
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13 December 2017, 16:20 | #35 |
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I just want to talk about Wolfenstein 3d on Amiga.
I won't say anything about "it should be better than Atari" or "30fps" for now. I feel and believe in my heart it is true but it's just causes arguments. Let's just focus on what the best possible version of Wolfenstein on the Amiga could be. And I KNOW that is possible. Starting point would be a bare polygon coridor engine with no shading, and big blocks for enemies. And it can only get better from there. |
13 December 2017, 16:24 | #36 | ||
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13 December 2017, 16:26 | #37 | |
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Problem with creating this thread in the coders section, is it's full of Amiga coders that KNOW what they're talking about. Why even attempt something that these, let us say EXPERTS, already know that it cannot be done, or rather, won't even make any attempt until you can supply some solid evidence that the project is worthwhile. Unfortunately, from a coders point of view, you're asking the impossible and believe you me, they DO KNOW what they're talking about. So please, try to understand, and try not to keep arguing that it can etc. You're not a coder, you're in no position to question these guys, but perhaps if I move the thread to a more appropriate forum, you may start to get the desired responses |
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13 December 2017, 16:27 | #38 | |
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13 December 2017, 16:32 | #39 |
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For now I have moved this to the Retrogamers Forum, as in reality it doesn't belong in the coders forum as it's basically a discussion, without hard proof, that it can be done successfully.
Perhaps now you may get some desired posts. |
13 December 2017, 16:33 | #40 | ||
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Then talk about it, but don't dismiss the facts from people who have actual knowledge about the subject.
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