06 July 2024, 17:26 | #81 |
Registered User
Join Date: Jul 2008
Location: Poland
Posts: 678
|
|
06 July 2024, 19:47 | #82 |
Registered User
Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,658
|
|
07 July 2024, 11:10 | #83 |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 100
|
|
13 July 2024, 13:46 | #84 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
|
I've quickly added Mesa support to SDL 1.2 and I'm now using it as a 16 bit triangle renderer for my old 3D engine PolyNova. It's kinda cool to revisit code that I wrote over 25 years ago, I still remember writing some of it
I needed high colour support because it uses real-time dynamic lighting which would look just plain nasty on AGA. I'll post up a demo to EAB for testing on PiStrom when I get it working properly. i don't think this software only version of Mesa is going to be much use apart from some simple 3D drawing (due to performance). I could look at adding back hardware support but I don't know if there is much point at this stage. Maybe I'll just release what I've done and let someone else hack around with it for PiStorm. I was considering using it to port Half-life to 68k but I think it would be very slow using software (even if I could get it running). |
13 July 2024, 15:08 | #85 | |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 100
|
Quote:
Guess half-life does not have a software render built in ? For games that rely on hardware 3D acceleration we really need a proper Warp3D/GL driver, then it will fly with PiStorm. It would open many doors for classic Amiga even with only OpenGL/MiniGL 1.x support. Maybe team up with Paraj ? |
|
13 July 2024, 15:54 | #86 |
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 805
|
Half-Life is just a modified Quake engine (It has been referred to as Quake 1.5) so a software renderer should be doable. In fact you can already run this very buggy conversion of Half-Life on some Amiga Quake engines: https://eab.abime.net/showpost.php?p...&postcount=283 https://eab.abime.net/showpost.php?p...&postcount=285 |
14 July 2024, 02:47 | #87 | ||
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
|
I've been working on porting Xash3D but will prob put that on hold now.
Quote:
Quote:
|
||
14 July 2024, 08:19 | #88 |
Registered User
Join Date: Jul 2008
Location: Poland
Posts: 678
|
Marlon was working on Xash3d port and got it running but there were endian issues
https://github.com/AmigaPorts/xash3d.../amiga-support He mentions that there is software rendering. Last edited by arti; 14 July 2024 at 08:37. |
15 July 2024, 00:42 | #89 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
|
Quote:
Like I said though, needs hardware acceleration to be worth doing I think. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
AmiQuake new 68k Quake Port for AGA/RTG | NovaCoder | News | 465 | 27 May 2024 10:12 |
Chocolate Doom port to 68K RTG | NovaCoder | News | 34 | 22 February 2024 08:34 |
Grafx2 for Amiga OS 3.X (68K RTG) | PerspexSphinx | support.Apps | 4 | 14 February 2022 07:17 |
Best open source, mod-able RTG-friendly FPS Engine running on 68k? | eXeler0 | Amiga scene | 48 | 10 August 2016 23:38 |
68k + Picasso (RTG) Demos ?? | Amiten | Amiga scene | 14 | 27 August 2013 17:39 |
|
|