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Old 20 April 2020, 21:10   #381
seuden
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Astonishing.
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Old 20 April 2020, 21:17   #382
robinsonb5
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Excellent work - it popped up on my YouTube suggested videos a few minutes ago!
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Old 20 April 2020, 21:58   #383
vroom6sri
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This is truly remarkable! Every time I see the game running I have to remind myself this is on an A500!!! I’m totally impressed.
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Old 22 April 2020, 11:13   #384
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Stunning for the A500. Stunning even for the A1200!
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Old 22 April 2020, 11:39   #385
Glen M
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Watched the video yesterday, the engine is coming along very nicely.

What is the number counter on the top left?
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Old 22 April 2020, 12:31   #386
Gorf
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Quote:
Originally Posted by Glen M View Post
Watched the video yesterday, the engine is coming along very nicely.

What is the number counter on the top left?
Seems to be reverse FPS (number of PAL frames to render a new picture)
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Old 22 April 2020, 15:17   #387
KK/Altair
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Quote:
Originally Posted by Gorf View Post
Seems to be reverse FPS (number of PAL frames to render a new picture)
Exactly this. FPS is not a good measure, because it's actually FPS that is inverse. When you measure performance, you generally want to measure time per frame (in units or ms or screen frames), because it clearly shows actual savings. If you save 30 scanlines worth of time, the time will drop by 0.1 no matter what value it was previously at, while the FPS measurement behaves differently depending on starting value.
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Old 22 April 2020, 17:27   #388
gimbal
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I am stunned.

This video is a nice demonstration of why I would never want to work on a project like this myself. If you pay close attention you see all kinds of visual artifacts pop up depending on angle and distance; quite some are mentioned in the video but there are also a few that were not. Debugging such hard problems with no clear source is my personal nightmare, it is the point of the project where I would lose interest in working on it. You can literally spend a month fixing one glitch only to introduce another or cause performance issues.

To other people such problems give them energy and make them go into bug hunting terminator mode - I envy them.
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Old 22 April 2020, 17:52   #389
BSzili
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My go-to article about why FPS is not a very good way of measuring performance:
https://www.mvps.org/directx/article...frame_time.htm
TL;DR it's not linear. I think the only reason it got stuck, is because for most people "higher number = better performance" is easier to wrap their head around. As KK/Altair said frame time is the good stuff

Last edited by BSzili; 23 April 2020 at 15:21. Reason: nick change
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Old 22 April 2020, 18:34   #390
Mathesar
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Wonderful to see the engine in action again. The red key structure looks amazing!
Keep up the good work. Can't wait to run it on a real 500.
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Old 22 April 2020, 18:38   #391
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I keep coming back to the thought, what if I'd seen this back in 1988/9 when I first got my 2nd hand A500... I think my head would have exploded

It's amazing
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Old 22 April 2020, 19:16   #392
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Originally Posted by AJCopland View Post
what if I'd seen this back in 1988/9 when I first got my 2nd hand A500...
Let's see... Doom was released at december 1993.
Even if this was released few months later... let's say... February/March... it would be insane...

Hell... David Pleasence would approach KK/Altair: "Look pal, it's nice you're doing it for A500 and all... but I want much better version for A1200 - here's a million dollars". Then Commodore would sold one million A1200 and 3 millions CD32, and they could pay the money to pay the court, then Pleasence would push out Mehdi Ali (politically, or down the stairs), and become new president of C=. He would develop new Amiga's Infinity line with hardware capable of unseen 3D , and most importantly a brand new CD64, that would blew up console market and the huge names like Sega, and Nintendo... and... what was that name? Squinky? Soonky? Ah.. yes... Sony.

-----------------

@KK/Altair
Nobody mentions this, but I will.
That short intro at the beginning was great.
Keep up the great work!
--------

Oh... and what is the res of that wall brick texture? How many colors?
And that explosion? What res, colors and how many frames?
I am not offering my graphic services (I am sure many better graphic people then me, already offered), just wanna practice for mods.
I am especially interested for explosions, and effects like that.
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Old 22 April 2020, 21:14   #393
KK/Altair
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Quote:
This video is a nice demonstration of why I would never want to work on a project like this myself. If you pay close attention you see all kinds of visual artifacts pop up depending on angle and distance; quite some are mentioned in the video but there are also a few that were not.
Yes I know. The vertical stripes are popping up from time to time, but I considered it a minor annoyance at this point. I'll definitely try to address that and I suspect some edge cases in line mapping. But you don't know how many visual problems are already fixed.

Quote:
As Altair said frame time is the good stuff
Altair is name of my demoscene group. My nick (or "handle", as demoscene calls it) is just KK. And <handle>/<group> is a common way of introducing yourself on the demoscene.

Quote:
Nobody mentions this, but I will.
That short intro at the beginning was great.
Keep up the great work!
Thanks! I wanted to have some kind of short introduction for outside people about what exactly I'm doing. And learned a bit about effects in DaVinci Resolve on the way.

And big thanks to Mr. Quiet for awesome soundtrack.

Quote:
Oh... and what is the res of that wall brick texture? How many colors?
And that explosion? What res, colors and how many frames?
Small textures are 64x64 (doors) and big are 64x128 (all others). The game uses 16 colors, but each logic pixel (2x2 real pixels) can have left and right part colored separately (hence vertical dithering). Explosion is 3 frames, but can be any number. I've just used least number I could get away with to save space.
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Old 22 April 2020, 23:00   #394
malko
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I follow this thread since the beginning but the smoothness of the engine is simply incredible . And all that on an A500 !!
The "doom" games are not my cup of tea, but for this one, I'll make one hell of an exception when it will be ready !
Keep up the great work KK !
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Old 23 April 2020, 04:10   #395
Marchie
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This is simply amazing, keep it up KK, can't wait to wow people with this running on a real A500.
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Old 26 April 2020, 12:22   #396
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Good work KK!

I posted your 'making of' videos to Slashdot and the story got accepted, so expect it on the frontpage of Slashdot.org very soon.
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Old 26 April 2020, 12:28   #397
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I hope he doesn't have a website lol
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Old 26 April 2020, 13:24   #398
KK/Altair
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Quote:
Good work KK!

I posted your 'making of' videos to Slashdot and the story got accepted, so expect it on the frontpage of Slashdot.org very soon.
Slashdot?? This thing still lives?



Quote:
Originally Posted by roondar View Post
I hope he doesn't have a website lol
Why?
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Old 26 April 2020, 13:50   #399
MikeB
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@ roondar

I added a link to this board instead.

@ KK/Altair

https://en.wikipedia.org/wiki/Slashdot_effect

"The Slashdot effect, also known as slashdotting, occurs when a popular website links to a smaller website, causing a massive increase in traffic. This overloads the smaller site, causing it to slow down or even temporarily become unavailable."

Youtube easily handles this traffic though. :-)
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Old 26 April 2020, 14:25   #400
Mathesar
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Why?
You'll find out when EAB goes down!
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