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Old 14 April 2021, 04:14   #30
VladR
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Join Date: Dec 2019
Location: North Dakota
Posts: 741
I figured I could swing one day with PowerDrift-style renderer and implemented some additional functionality into my Heimdall codebase just to see how it would look and feel:

- designed a very simple base tile in PaintShopPro in 15 minutes
- replaced Drawing of polygons with a 2D scaled sprite
- implemented all cases of clipping
- all rendering is obviously CPU -> SW rasterizer

Few more details:
- 800x600x32bit, CyberGraphX
- written in Higgs (my high-level assembler)
- currently tested under WinUAE
- track is fully 3D (X,Y,Z) with elevation changes and curves
- camera follows the track curvature at specified distance
- spacing (depth/width) is a run-time parameter
- number of visible segments is also a run-time parameter
- This is fully "playable" - as in, you can speed up/down and go from start to the end of the track (only limited by RAM)
- Physics is same as what is already implemented (speed up/down based on hills, strafing inertia, acceleration based on gears transmission), but obviously for a different game I would implement a different physics model.


This might be a good candidate for my second game (whenever that might happen (or not ))...
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