07 January 2011, 22:45 | #1 |
Registered User
Join Date: Nov 2009
Location: UK
Posts: 497
|
Amiga Juggler real-time reimplementation?
Now that modern GPU hardware has reached the point where it can render ray-traced graphics in real-time, as opposed to the hours-per-frame on the old Amiga...
I was wondering if anyone would be interested in converting or recreating the original 3D models used in the original Amiga Juggler demo, and placing them into a real-time raytraced 3D engine. This would give the same raytraced effects as the original Amiga Juggler demo, but would also add the ability to walk around the scene in real time (with a choice of screen resolutions). I thought this would be a fitting tribute to the Amiga platform, as well as the evolution in technology which the Amiga paved the way for. Anyone else think this would be a good idea, once the requisite GPU hardware is mainstream? (It may already be there...) |
08 January 2011, 00:05 | #2 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
|
|
08 January 2011, 02:18 | #3 |
Registered User
Join Date: Nov 2009
Location: UK
Posts: 497
|
Not bad, but could do with some emulated HAM fringing for that authentic look
And is that only for AmigaOS4? Would be a cool demo to see on as many platforms as possible |
08 January 2011, 02:35 | #4 |
Registered User
Join Date: Sep 2009
Location: San Antonio, TX USA
Age: 50
Posts: 1,185
|
I was always fascinated with Juggler demo and raytracing with Amiga.
I found this article which may be interesting to some (Juggler history). Looks like even Commodore did not believe it was done on Amiga. http://marisonreadings.blogspot.com/...aytracing.html |
08 January 2011, 04:31 | #5 |
Registered User
Join Date: Jun 2008
Location: somewhere else
Posts: 524
|
An extended version made a few years ago for MSDOS: http://pouet.net/prod.php?which=1914 (Juggler_Fakemode.com with port 330 work in Windows XP).
|
04 May 2016, 16:30 | #6 | |
Posts: n/a
|
2 triangles and 1 fragment shader...
Quote:
I made this https://www.shadertoy.com/view/llXSWr everything on GPU, source code included I had a lot of fun in making it.. Amiga rulez! |
|
05 May 2016, 08:46 | #7 |
Unregistered User
Join Date: Nov 2005
Location: Tasmania
Age: 42
Posts: 893
|
|
26 May 2023, 09:13 | #8 |
Registered User
Join Date: Dec 2020
Location: .ch
Posts: 73
|
'Juggler Encore' real-time hologram of a 1986 ray-traced animation
[ Show youtube player ] |
27 May 2023, 02:35 | #9 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,655
|
All these (including the original animation) would be best measured against a $2000 platform of the year.
Then, a measure of real-time (as opposed to all ray-tracing, which is real-time, just sometimes a lot of real time between frames) is degrees of freedom and reactive framerate. Games do this and are a good demonstrator, but struggle with this today (to the standards of the platform). With all the faster CPUs, hardware acceleration, and absolutely massive frameworks (not required, but rather imposed by other things than requirements.) At the same time, it is impressive that the original animation could even be played on a $2000 1985 platform. A PC at no price could play the same animation. A handful of workstation platforms at ~$100000 could edit scenes and render it. Possibly a handful of home computer platforms could render it in a month, if at all. (To file, of course, they couldn't run the animation.) This to give a ~40 years perspective. These developments are all good, but Amiga could have had that continuance, possibly with less delay if (even some supposedly knowledgeable people in the industry) people had got it. (Yes, the usual reason.) Also, add illegal monopolies. No force of the people seems able to resist that. And again the conclusion: "There is only resistance." (c) me. |
29 May 2023, 12:45 | #10 | |
Registered User
Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 2,719
|
Quote:
|
|
29 May 2023, 16:12 | #11 |
Registered User
Join Date: Aug 2010
Location: Germany
Posts: 536
|
Even more more impressive seems to be that the renderer would have had to make use of mathffp.library and mathtrans.library, which do not afford as much accuracy as the IEEE double precision library which eventually shipped with Workbench 1.3 in 1988.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Amiga Real-Time 3D Graphics | Jherek Carnelia | Coders. Tutorials | 14 | 13 April 2023 00:01 |
WTB: Amiga Real-Time 3d graphics | Fridrik | MarketPlace | 0 | 27 September 2012 01:53 |
Wanted - Amiga Real-Time 3D Graphics book | michel3105 | MarketPlace | 0 | 02 September 2011 08:29 |
A1200 Real Time Clock | Eclipse | support.Hardware | 4 | 22 March 2011 02:18 |
F/S: Vidi Amiga 24-bit real time colour digitiser | John64 | MarketPlace | 4 | 06 June 2009 18:47 |
|
|