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#481 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,087
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Floor and ceiling (in my limited experience) require vastly more CPU horsepower to render than the plain vertical strips that walls use. Mind you, I'd not rule out KK managing to get it done.
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#482 |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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Floors and ceilings are the same complexity level as a rotozoomer, so it should be doable on A1200. And if performance becomes a problem, we could do it half resolution and it still would be better than flat shading. Still, this engine manages 22-23 FPS (IIRC) on a stock A1200 and gameplay is so smooth I would think three times before sacrificing it for floor/ceiling textures.
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#483 | |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,685
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#484 |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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#485 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,595
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#486 |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
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#487 |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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Both rotozoomer and floor/ceiling texturing draw image one scanline at a time by stepping over 2D rectangle texture. The only difference is that rotozoomer uses constant steps for entire image, while floors/ceilings vary steps depending on the distance. But the core per-pixel loop remains exactly the same.
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#488 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
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Quote:
This would actually be an interesting benchmark on Vampire - compare the Integer versus FloatingPoint Texel LookUp. I doubt Integer would be slower on 040, but around 060 it's getting blurrier, once Integer ops get to around 2-4 cycles, but FP ones are 4/8/more... |
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#489 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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#490 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
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Quote:
- Primary Execution Unit doing FP calculations - Secondary Execution Unit doing integer / fixed-point (in parallel) I recently rewrote a scanline traversal (for flatshader) using FP and it completely removed any RAM access, as scanline traversal was using FP registers and the integer unit was handling switching edges and filling scanline without touching RAM (other than the fill). FP version of traversal (just that particular component) was slower than fixed-point one, but the grand total time (traversal+scanline fill) was lower, because of the better parallelism with second execution unit. Of course, such code must be interleaved properly, to remove as many pipeline bubbles as humanly possible, but the end result may be very well worth it. In this use case, if we were only doing the angled floor fill, without any shading or filtering or fog, it wouldn't make sense to go FP as we wouldn't even be using all integer registers in the first place and FP is going to be slower than integer for this scenario. |
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#491 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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#492 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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KK/Altair
Sounds sweet. I just got a Furia ![]() |
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#493 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,031
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Quote:
The demonstration has lower door entrances with an overhang geometry and temple-like geometry structures which doesn't exist in Wolf. KK/Altair's Doom clone geometry is superior when compared to Gloom and Wolf. |
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#494 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,694
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@hammer
You're a bit late for that answer, as that guy is banned, because he constantly trashes other works, without anything then million times repeated " Amiga needs chunky pixels". For all I care, I don't even bother replying to these trolls, because it gives them fuel. Constructive criticism is one, negativity and trolling is another thing. @KKAltar. Come on man.... tease us! |
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#495 | |
morphos.pl
Join Date: Aug 2014
Location: Kraków, Poland
Posts: 105
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Quote:
The sad thing is that one compatriot of mine creates great things and the other can only troll. |
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#496 | ||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 135
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Quote:
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Teased enough? ![]() |
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#497 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Quote:
At any rate, I think your description made it even more clear this is quite the accomplishment. The way you do it can't be easy, it sounds like a fairly complicated affair ![]() Quote:
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#498 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,222
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Ohh yeah new episode tomorrow
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#499 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,616
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Whow, what a day this will be
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#500 |
Registered User
Join Date: Aug 2014
Location: Netherlands
Posts: 700
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