19 April 2023, 12:23 | #21 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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19 April 2023, 14:28 | #22 | |
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Location: Poland
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Quote:
so the shadow keep still |
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19 April 2023, 22:20 | #23 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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Great work, the colour palette of the tiles make it look realistic. Would have been a great engine to use with "Alien 3, The Gun" or "Alien Vs Predator". Looking forward to your final game. Because of your CPU you are using doubles and not ints?
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20 April 2023, 00:37 | #24 | |
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Quote:
on 030 was too slow unfortunately |
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20 April 2023, 00:44 | #25 | |
Alien Bleed
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Location: UK
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Quote:
I haven't looked at the code, but avoid division wherever possible. The moment you divide by any given variable more than once, you should consider converting that variable's value to a reciprocal (1/x) and multiplying by it. For floating point this doesn't really lose any significant precision. For fixed point, you can consider a lookup based solution for 1/x, depending on how much precision you need. Last edited by Karlos; 20 April 2023 at 05:49. |
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23 April 2023, 00:07 | #26 |
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Join Date: Nov 2004
Location: Eksjö / Sweden
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Good work finishing what you started, I know the time you must have available to dedicate.
It looks good, in large part due to the square levels and desaturated palette, and the lighting. There could be some exploration here of color depth, angled walls and floors, and texture mapping accuracy. It's good that you support AGA as well as RTG! And while 68882 is an FPU, there's just a big step to 040. Understandable again. FPS seems reasonable, how about adding modes to support full horizontal resolution (1440) in HAM8? We don't know what the future brings... |
23 April 2023, 12:40 | #27 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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You could make a perfect escape the backrooms type game with this engine.
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