02 August 2016, 21:00 | #41 | ||||
Banned
Join Date: Jan 2010
Location: Kansas
Posts: 1,284
|
Quote:
Quote:
Quote:
Quote:
The only new instructions which most compilers would use much are the ColdFire MVS/MVZ instructions. MOVEX would be used rarely. |
||||
03 August 2016, 17:04 | #42 |
Registered User
Join Date: May 2016
Location: Bronx
Posts: 167
|
So the second part of this question is... any good Blender 3D Game Engine to Quake 1 or Quake 2 converters.
I would love to make some 3D style games in BGE and make them available for Vampired Amigas. |
03 August 2016, 17:09 | #43 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,974
|
Quote:
Here are the minimum specs (for Q3) apparently.. CPU: Pentium® 233 Mhz MMX®processor with 8 MB Video Card Or Pentium II 266 Mhz processor with 4 MB Video Card Or AMD® 350 Mhz K6®-2 processor with 4 MB Video Card RAM: 64 MB RAM GPU: 3-D Hardware Accelerator with full OpenGL® support ........... So regardless of the CPU speed and SIMD version, it requires an OpenGL 3d card with at least 4MB. I read this as if it can not be a straight port, but more of a rewrite where some stuff simply needs to be replaced.. (Ok, now we need that guy who made use of the DSP in an Atari Falcon 030 to run Quake;-) Last edited by eXeler0; 03 August 2016 at 17:51. |
|
03 August 2016, 18:04 | #44 | |
Banned
Join Date: Jan 2010
Location: Kansas
Posts: 1,284
|
Quote:
It may be worthwhile to write a Warp3D driver (giving OpenGL support) using a single precision floating point SIMD. No single precision floating point SIMD equals no Quake III on an FPGA CPU. An FPGA can simulate a SIMD easier than a wide FPU. It just needs a big enough FPGA, especially for floating point. |
|
09 August 2016, 00:09 | #45 |
Registered User
Join Date: Mar 2010
Location: Beckenham/England
Posts: 797
|
|
09 August 2016, 23:26 | #46 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,974
|
Quote:
Skickat från min HTC One via Tapatalk |
|
10 August 2016, 05:01 | #47 |
Banned
Join Date: Jan 2010
Location: Kansas
Posts: 1,284
|
More like SSE actually. 3DNow was supposedly first to use floating point in the SIMD but it was partially to avoid the x87 FPU (not nearly as nice as the 68k FPU) and was spartan in functionality. SSE is the standard commonly used with lots of existing code. Altivec was another option which commonly uses single precision and which the Apollo-core SIMD was patterned after early on but there isn't as much code for it. The PPC is archaic at the hardware level which designers didn't think would be a problem because compilers would generate all the code but a good portion of SIMD code has been hand coded in assembler.
|
10 August 2016, 18:06 | #48 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,974
|
Quote:
If the Pentium MMX couldn't use the FPU for Float the I get the problem, but if Apollo Core AMMX and FPU registers don't "clash" then you should be able to use both at the same time? btw, Just saw that BigGun is welcoming coders that could optimize stuff (primarily video and audio players) for AMMX. So maybe we'll be seeing some benefits pretty soon. Riva player could become quite powerful I imagine. Skickat från min HTC One via Tapatalk |
|
10 August 2016, 23:38 | #49 | |
Banned
Join Date: Jan 2010
Location: Kansas
Posts: 1,284
|
Quote:
We will see but I don't expect much. A working FPU is more exciting because it would enable existing Amiga code to run. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
cannot open rtg.library | AGS | support.WinUAE | 6 | 02 April 2015 18:41 |
68k + Picasso (RTG) Demos ?? | Amiten | Amiga scene | 14 | 27 August 2013 17:39 |
68k & 060 friendly code... | korruptor | Coders. Tutorials | 5 | 05 February 2011 15:46 |
RTG FPS Question | Ed Cruse | support.WinUAE | 5 | 28 October 2008 17:07 |
If I have WinUAE running on a 50 or 100Hz screen in PAL mode (50 fps), [more] | fmcpma | support.WinUAE | 3 | 27 August 2006 11:17 |
|
|