English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Language > Coders. C/C++

 
 
Thread Tools
Old 06 July 2024, 17:26   #81
arti
Registered User
 
Join Date: Jul 2008
Location: Poland
Posts: 678
Quote:
Originally Posted by klx300r View Post
Yes I did. Is the lib specific to the Pi4B models maybe?
It doesn't work with Pi4, I thought you have Pi3.
arti is offline  
Old 06 July 2024, 19:47   #82
klx300r
Registered User
 
klx300r's Avatar
 
Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,658
Quote:
Originally Posted by arti View Post
It doesn't work with Pi4, I thought you have Pi3.
Yes I have a 3A+ so it should be quicker than not slower
klx300r is offline  
Old 07 July 2024, 11:10   #83
Mr-Z
Registered User
 
Join Date: Sep 2016
Location: Netherlands
Posts: 100
Quote:
Originally Posted by klx300r View Post
Yes I did. Is the lib specific to the Pi4B models maybe?

The POC Warp3D lib is specific to Pi3/video core IV and will not run on Pi4 models, those have video core VI.
Mr-Z is offline  
Old 13 July 2024, 13:46   #84
NovaCoder
Registered User
 
NovaCoder's Avatar
 
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).
NovaCoder is offline  
Old 13 July 2024, 15:08   #85
Mr-Z
Registered User
 
Join Date: Sep 2016
Location: Netherlands
Posts: 100
Quote:
Originally Posted by NovaCoder View Post

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).

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 ?
Mr-Z is offline  
Old 13 July 2024, 15:54   #86
James
Registered User
 
Join Date: Mar 2010
Location: Beckenham/England
Posts: 803
Quote:
Originally Posted by Mr-Z View Post
Guess half-life does not have a software render built in ?

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
James is offline  
Old 14 July 2024, 02:47   #87
NovaCoder
Registered User
 
NovaCoder's Avatar
 
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
Quote:
Originally Posted by Mr-Z View Post
Guess half-life does not have a software render built in ?
I've been working on porting Xash3D but will prob put that on hold now.

Quote:
Originally Posted by Mr-Z View Post
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 ?
Yep agreed but I'm not interested in low level driver development. I'll leave that to someone more talented than me.


Quote:
Originally Posted by James View Post
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
Good to know but if I was going to release a new port then I'd want to do it properly (like my other ports).
NovaCoder is offline  
Old 14 July 2024, 08:19   #88
arti
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

Click image for larger version

Name:	x3d.jpg
Views:	45
Size:	95.9 KB
ID:	82689

https://github.com/AmigaPorts/xash3d.../amiga-support

He mentions that there is software rendering.

Last edited by arti; 14 July 2024 at 08:37.
arti is offline  
Old Yesterday, 00:42   #89
NovaCoder
Registered User
 
NovaCoder's Avatar
 
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,446
Quote:
Originally Posted by arti View Post
Marlon was working on Xash3d port and got it running but there were endian issues

Attachment 82689

https://github.com/AmigaPorts/xash3d.../amiga-support

He mentions that there is software rendering.
Cool, that's good to hear.

Like I said though, needs hardware acceleration to be worth doing I think.
NovaCoder is offline  
 


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

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:37.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10376 seconds with 16 queries