05 July 2022, 22:51 | #21 |
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Shh, you are ruining the fun of people thinking you can do AVP on a stock A1200
The Dread engine is very impressive, but it seems to be more capable of more because of how it is presented. I've played my fair bit of AVP on the Jaguar to know how much it is not just a Doom clone (let alone a Wolfenstein one). |
05 July 2022, 23:08 | #22 |
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okay but if a 68k can do such things and we know that Doom runs well on 68040 even on native display, this game is probably doable, given some compromises.
But those compromises mean 1) get graphical assets 2) understand how they work so they can 3) be downscaled/color-reduced/whatever can be displayed quick enough. |
05 July 2022, 23:51 | #23 |
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@Tsak
Dread is in its infancy, its geared towards OCS and 16 colours/limited sprite sizes. As far as I know there are plans to update it for AGA(don't quote me ? ). Most of your points could be addressed with some engine updates except maybe the floor/ceiling textures. It is the most optimal engine for the Amiga currently. |
06 July 2022, 03:02 | #24 | |
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There are no current plans to update Dread for AGA (except perhaps as an afterthought and after the game and engine is finished and released). Plus there would need to be serious and targeted updates to address any of the points I raised. Well, perhaps someday |
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09 July 2022, 12:51 | #25 | |
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Maybe some day it could be updated |
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13 July 2022, 00:08 | #26 | ||
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I'm more interested in technical aspect of the 16-bit framebuffer, for my own selfish reasons - one being having spent entirely too much effort in creating my own Radiosity solver (for creating lightmaps). I imported them into my engine on Vampire, and V4 is clearly fast enough to render vertical/horizontal strips of 16-bit textures. Now I'm wondering where is the performance threshold for that kind of rendering on non-vampire configs. I'm pretty reasonably sure 040 has enough MIPS for that, but 040 is still beholden to the bitplanes, unless there is an accelerator with RTG board (at least that's my current understanding of the incredibly fragmented HW landscape on Amiga). Which means AGA, which means 256 colors. And while the AVP's textures are just fine in 64 colors, the fine details of Radiosity lighting are impossible to convey with just 256 colors. Hell, Radiosity sucks at 65,536 colors - one really needs 16.7 Mil colors to avoid any artifacts (otherwise the rings are very obvious - as our eyes are fantastic for spotting the differences between the shades). But, 16-bit would be useable. Quote:
You're spot on with Rayman. I can't say I played AVP enough on Jag to spot those texturing issues, though. I'll probably throw the cart in later today and check it out again on real jag (assuming the cart will power up). Does it look like their mipmaps are not hand-drawn perhaps ? There's just 2 MB of RAM on jag, and double-buffered 320x200 takes 256 KB right off the start, so I can imagine they had to butcher their mipmaps somewhat... |
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13 July 2022, 00:42 | #27 | ||
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There's plenty game genres that are doable - like turn-based strategy/action games, which are doable in 3D, as long as your camera doesn't allow for free movement during your turn. Of course, adventure games are next prime candidate (with just one or two SW sprites on screen). Quote:
Did I get that right that just displaying a static 1280x256 HAM8 is impossible at 60 fps - e.g. the bandwidth of reading the bitplanes eats up so much time it takes multiple frames to just display whole thing ? Doesn't it flicker like crazy then ? Or is it just tearing ? |
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13 July 2022, 10:38 | #28 | |
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14 July 2022, 17:06 | #29 | |
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Or a grid-based dungeon, where all sprites are SW sprites anyway. Though, that might get annoying if it takes half a second for each step to rerender the screen. But a 3D turn-based strategy is perfectly doable - upon change of turn, the engine just renders the 3D scene which is then a static image for the remainder of the turn. And the GUI with all turn commands could be in some lower resolution, at the bottom of the screen, say 256 colors is certainly more than enough for that. This mode is certainly very useable for in-game GUI, like: - Menus - Maps - Loading Screens - Inventory (RPG games) A galactic map, for a game like Star Raiders, could look amazing in this res. And probably no sane person with 060 would have less than 16 MB of RAM, so you could even keep few static versions pre-rendered and just quickly update the enemy overlay on CPU before displaying it (hence it wouldn't take half second to update). No need for RTG gfx card, indeed. And this technology/option was available in 1992 ? Huh... |
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14 July 2022, 17:20 | #30 | |
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Could you please elaborate more on this ? This is AVP thread, after all. From technological standpoint, the engine is very simplistic compared to Doom. The level design is grid-based and other than textured floor/ceiling and transparent walls in 65,536 colors, I don't see it much different than Wolf. I did, just now, notice that when you play as Predator, one of the vision modes halves the resolution to half to 160x200. |
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14 July 2022, 17:34 | #31 |
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The transparent HUD, the different floors of the space station (which might be trivial, but as an alien you can use the ducts, so maybe not) and the different vision modes of the Predator. I'm sure the basic 3D engine is pretty simple, but I'm not convinced you can easily recreate all features of the game with a Wolf clone engine.
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14 July 2022, 20:18 | #32 | |
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