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#21 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 34
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Quote:
I wonder if this is what Amiga 3D polygon engines can do as well though? I assume this kind of short cut must be applicable for real games. Same as the vector look up table concept that you mentioned to avoid rotating all the vertices in a 3D polygon game. I'm just wondering if past Amiga 3D polygon games are as optimized as they could have been. Games like Zeewolf for instance which is all polygons, but runs pretty poorly on OCS. Makes me wonder if they had someone from the demo scene working on this game, it might be possible to use all these trickeries to make it run at 12-15FPS for OCS instead of 4-5 that we're seeing - just like how Dread/Grind now runs at that speed for OCS (at least, the version that is downloadable). [ Show youtube player ] Last edited by carlosgod; Today at 16:03. |
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#22 | |
Registered User
Join Date: Oct 2021
Location: England
Posts: 1,301
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Quote:
![]() WITCHCRAFT!!!! er the good kind. |
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#23 |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 34
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#24 | |
Registered User
![]() Join Date: Dec 2017
Location: Austin, TX
Age: 41
Posts: 417
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Quote:
e.g. One reason transparent polygons ("Glenz") are popular in demos is because they're easy to draw with bitplanes and look flashy. But most games want solid polygons. This adds significant overhead in depth sorting and clipping. For a deeper look inside a 3D engine that is both slow on 68000 but also very well implemented, here's a good deconstruction of Frontier: https://watsonmw.com/fintro/ I didn't invent the magic, I just found the spellbook. ![]() |
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#25 | |
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Join Date: Oct 2021
Location: boston
Posts: 34
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Quote:
Read through FE2 notes. So it seems like they could have made it better if they had done more stuff with Blitter (I didn't realize they only used it to just clear the screen!). But yes, I can imagine that it would have probably resulted in a very different look and feel, possibly more like the PC version but slower. Since they're trying to do everything (ST, Amiga and Mac) in one go they probably can't afford to do split resources to create an Amiga Vanity projection version. So I guess Amiga FE2 was another victim of ST port though like you said, it was probably done as well as it could under the circumstances. |
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#26 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,568
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Zeewolf is a very good game (well I liked it) but it is unfortunately an example of how later Amiga games could have been much better with very small changes to their rendering pipeline.
The CPU renders directly into ChipRAM which is incredibly slow for reads and writes, instead it could have used a FastRAM back buffer and copy it over. Also it used the blitter to clear the screen. Paraj did a few hacks and increased performance to "unplayable" on Fast Amiga's. https://imgur.com/JqW9UCf https://eab.abime.net/showthread.php?t=116267 |
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#27 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,724
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If this thread is partly searching for impressive 3D games for Amiga 500, then I can recommend looking into a No second Prize game.
It's insane how fast it runs on Amiga 500: [ Show youtube player ] There is also Dread, as you already know. But there is also Britelite (he commented on this thread) amazing Wolf3D clone, that runs amazingly fast on Amiga 500. [ Show youtube player ] |
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