05 November 2019, 22:53 | #201 | |
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could you elaborate this with some (pseudo) code? |
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05 November 2019, 22:54 | #202 |
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Isn't that too slow to be useful? Remember, the Blitter only draws a single pixel@1 bitplane in 8 CPU cycles when in line mode.
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05 November 2019, 22:56 | #203 | |
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line0 plane0 line1 plane1 line2 plane2 line3 plane3 Chunky bitmap islike this: p0p1p2p3 - p0p1p2p3 - ...... If you get first 4pixel (p0p1p2p3p4), and use it as a patter for blitters' line draw, and you draw a vertical line, you'll get straight cp2, since with blitter you're rotating that 4 pixels |
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05 November 2019, 22:57 | #204 |
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05 November 2019, 23:01 | #205 |
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Since lines are fixed on ray-casting game, we could even have a game with "flat" walls, but faster and whitout cp2. Maybe evene 1x1 a lot faster..
Copper list won't be so huge, and you'll have cpu free to do other stuffs |
05 November 2019, 23:14 | #206 |
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that gives you only 16 fps for 320*200 and a single bitplane..
if you have 4 bitplanes interleaved you have a theoretical field of 320*800, that would be 256.000 plixels ... leaving you with 4 frame per second. 8 if you go down to 160*200 and 16 for 160*100. Not really a big advantage, is it? |
05 November 2019, 23:16 | #207 |
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That is 1 million pixels per second@1 bitplane, so you must divide that by the number of bitplanes to get an accurate figure. Meaning for a 4 bitplane screen it's 250.000 pixels per second, not 1 million.
Assuming 320x200, there's 64.000 pixels in a frame. Which translates to a fill rate of about 4FPS. This also assumes you're not doing anything other than blitting, which seems unreasonable. |
05 November 2019, 23:18 | #208 | |
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stock |
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05 November 2019, 23:22 | #209 |
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The point is that even at 160x100 the theoretical maximum frame rate when you're not doing anything except drawing with the Blitter is not far from the one the current CPU drawing routines get (16fps vs around 12 IIRC). Start adding all the stuff that is in the game now and I'm pretty sure you'll end up at the same or lower FPS as just using the CPU.
That said, it is an interesting idea. |
05 November 2019, 23:23 | #210 | |
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05 November 2019, 23:31 | #211 |
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05 November 2019, 23:32 | #212 |
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Look, I genuinely like your out-of-the-box thinking. But this just doesn't seem like a very realistic solution.
I'm not saying it definitely can't be done, but you're essentially suggesting someone who is rather close to completing a game rewrite the entire rendering part (which is not as simple as just drawing a few bobs for a game like this) to try and see if it may get better results using your idea. Wouldn't it be better to create a full doom/wolf like 3D rendering environment using this technique yourself first? That would serve as a proof of concept so we can actually see if it's worthwhile. That seems to me to be a much better way of doing things, considering how far along this project already is. Last edited by roondar; 06 November 2019 at 00:01. |
05 November 2019, 23:37 | #213 |
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I'll try to do a demo were i'll use blitter to do cp2 160x100 and see how much fps we can get. I'm not suggesting to change it's rendering engine, I don't see why doing only "texture" walls at 2x2 or worse. Why don't consider just "flat" rendering on A500 and having better visual outcome?
Back in the day, even though I fully understood Amiga limits, I never liked 2x2 rendering |
05 November 2019, 23:39 | #214 |
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05 November 2019, 23:40 | #215 |
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I can respect not liking 2x2 rendering, but it considering what's being attempted here I don't see any other option. Remember, even Doom did 2x2 rendering for the main part of the screen in low-quality mode on PC (though overlays etc were kept at full-resolution).
By the way it's certainly possible I misread your intent, we're both non-native English speakers and that can cause confusion |
05 November 2019, 23:43 | #216 | |
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Instead of telling others how to program / manage their games; let's see yours |
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05 November 2019, 23:43 | #217 | |
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05 November 2019, 23:46 | #218 | |
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I allmost finished CHIP game, a simple puzzle game, but guess what? That guy disappeared...Allmost finished |
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05 November 2019, 23:47 | #219 |
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Same old music; yes most definitely from you
What's that got to do with you trying to shove your ideas down the authors' throats of every new project??? |
05 November 2019, 23:48 | #220 |
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i somehow doubt that ... since you need the Blitter and Copper to work at full time to draw the lines. After Denise DMA fetch for 4 bitplanes and Copper list (next in priority), what non cpu-blocking slots do you have left for the line-drawing?
I fear you need Blitter-nasty to get to the 1 million pixels per second, but then the CPU is totally blocked without FastRAM Do you have some calculations here? |
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