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Old 19 April 2023, 12:23   #21
Karlos
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Originally Posted by pixie View Post
I guess... but there was something about the lighting that made me feel like home
It would work well for the classic Alien Breed level 2D design which was tile based.
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Old 19 April 2023, 14:28   #22
mateusz_s
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That's a good looking raycaster.

I was going to ask if the lightmaps get prebaked, then I saw the door open while the apparent lightmap remained in the same place (as you would expect for an object moving through a shadow volume). Excellent stuff.
Yes the lighmaps on doors are not moving with doors - they stay in place
so the shadow keep still
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Old 19 April 2023, 22:20   #23
redblade
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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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Old 20 April 2023, 00:37   #24
mateusz_s
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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?
yes I wan mainly tageting it to 040/060 or compatibile, I am using floats..
on 030 was too slow unfortunately
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Old 20 April 2023, 00:44   #25
Karlos
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Originally Posted by mateusz_s View Post
yes I wan mainly tageting it to 040/060 or compatibile, I am using floats..
on 030 was too slow unfortunately
Do you know the maximum range and precision? If you can switch to something like 16:16 fixed point, multiplication is like 2 cycles on 060...

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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Old 23 April 2023, 00:07   #26
Photon
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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...
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Old 23 April 2023, 12:40   #27
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You could make a perfect escape the backrooms type game with this engine.
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