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#81 |
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Join Date: Jul 2008
Location: Poland
Posts: 678
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#82 |
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Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,676
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#83 |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 112
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#84 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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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). |
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#85 | |
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Join Date: Sep 2016
Location: Netherlands
Posts: 112
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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 ? |
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#86 |
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Join Date: Mar 2010
Location: Beckenham/England
Posts: 809
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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 |
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#87 | ||
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Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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I've been working on porting Xash3D but will prob put that on hold now.
Quote:
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#88 |
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Join Date: Jul 2008
Location: Poland
Posts: 678
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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. |
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#89 | |
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Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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Quote:
Like I said though, needs hardware acceleration to be worth doing I think. |
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#90 |
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Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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I'm slowly making some progress porting my old win32/DirectX 3D engine over to 68k/Mesa OpenGL. I've got my old source code and I should be able to recreate a demo that I used back in the day of a simple 3D room with dynamic lighting. All of the work is in hacking together a functioning version from all of my old floppy backups, Mesa OpenGL already has enough functionality for this simple use case.
This is me coding earlier today while listening to my retro WinXP PC ![]() https://youtube.com/shorts/_kh1nxHC4...QuVuamhrzdTs2N |
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#91 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,573
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Good choice of music
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#92 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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Thanks
![]() Slowly getting there, currently working on adding collision detection and will then some basic ambient lighting support. I'll then release a little demo for piStorm/WinUAE users to play with (I'll probably create a new thread for this demo as it's not really about Mesa anymore). |
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#93 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,648
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#94 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,461
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No, that would be naughty ![]() I'm actually kinda spoilt recently, have built two period correct gaming PC's (Win98 and XP) in modern fractal design cases and also have that checkmate mini case with an FPGA mister on a mistix itx motherboard. Update: After some hacking around, I managed to get enough of my old 3D engine source code from various floppy disc together to recreate a tech demo I did about 25 years ago ![]() I used Mesa to render the triangles, seems to work okay on PiStorm. Read about it here -> https://eab.abime.net/showthread.php?t=118281 Last edited by NovaCoder; 20 August 2024 at 08:06. |
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