20 May 2021, 18:03 | #801 |
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Holly F...
Original Doom on Amiga is dead There is nothing I'm looking forward to more than playing Dread |
20 May 2021, 18:29 | #802 | |||
Pixelglass/Reimagine
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Oh and btw this also just came in: [ Show youtube player ] Video is posted at the Street Fighter thread but it's also relevant here. Dennis talks a bit about Dread and showcases some of his work (11:40 - 16:13) Last edited by Tsak; 20 May 2021 at 20:17. |
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20 May 2021, 20:53 | #803 |
Ex nihilo nihil
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20 May 2021, 21:22 | #804 |
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These are lovely characters.
Dennis did great job! Really like the lightning effects chain gun guy have when he is shooting. |
21 May 2021, 11:08 | #805 | ||||
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So basically, you are the only person remaining who still considers this a problem. Quote:
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And not that I didn't make one already - different platform, though, but similarily underpowered for the task. [ Show youtube player ] Quote:
In any case, a new video is in the works, showcasing the new graphics, but right now I'm at the early stage of writing the script. (and procrastinating a lot on that, by for example prototyping floor/ceiling height support) |
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21 May 2021, 11:23 | #806 |
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Cool, I'll need to check out Silas Adventure
Looking forward to the next video too! |
22 June 2021, 22:16 | #807 | ||
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I am reading some interesting interview about Amiga game Vitrual GP, here
And one answer, got my attention. Quote:
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Isn't chunky necessary, for 3D stuff? Sorry for the little of topic, but I guess we can discuss these stuff while waiting next video and demo. |
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22 June 2021, 22:22 | #808 |
Total Chaos forever!
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Chunky is fast for texture mapping. 3D without texture mapping works OK on planar and even gets a slight boost from the blitter.
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22 June 2021, 22:32 | #809 |
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@Samurai_Crow
Thanks. But the Virtual GP is heavily textured game, it seems to me: [ Show youtube player ] Are you saying that this guy, somehow managed to makes textured game, using only planar, and somehow even squeezed performance out of it? |
22 June 2021, 22:38 | #810 |
Total Chaos forever!
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He probably used stencil maps instead of textures. Stencils are just additional polygons.
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23 June 2021, 06:06 | #811 |
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If you think carefully, Amiga can have some sort of native "chunky"Interleaved bitmap, which is vertical chunky. Maybe He was able to find out how to use it properly combined with word Amiga GFX address
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23 June 2021, 09:48 | #812 |
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VGP ran like a dog on my 040 25 Mhz machine!
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23 June 2021, 11:46 | #813 |
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Whatever it is, the implementation was dire. Games like this are what put me off texture-mapped 3D.
Last edited by Bruce Abbott; 24 June 2021 at 17:57. |
23 June 2021, 13:10 | #814 | |
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Traditional "Texture Mapping" (https://en.wikipedia.org/wiki/Texture_mapping) like on PC might be possible using planar and the CPU but probably really inefficient to do... probably anyway, someone smarter than me might figure it out |
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23 June 2021, 13:37 | #815 |
Inviyya Dude!
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Deimos had some interesting threads posted here on this forum about non textured planar 3D on the Amiga.
Still incredibly difficult to pull off with enough fps and polygons, it seems. add/edit: here is one of them http://eab.abime.net/showthread.php?...ghlight=deimos Last edited by Tigerskunk; 23 June 2021 at 13:46. |
23 June 2021, 20:14 | #816 | |
J.M.D - Bedroom Musician
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Hologon [ Show youtube player ] Da Jormas Major Release [ Show youtube player ] |
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24 June 2021, 15:19 | #817 | |||
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But if you can compute a row of 16 pixels on the CPU, in planar format and without running out of registers - you are good to go. And that's what The Electric Knights do in their demos, although texturing with "only" 3 bitplanes. Dread is also partially doing this - 4 bits out of 16 are already in correct places, so my C2P needs only 2 passes to sort the stuff out. In any case, saying about "recycling wrong algorithms", is simply unfair, when one is texturing mostly flat surfaces, which are naturally drawn horizontally. But wall texturing is done best in vertical stripes, so it will always a matter of finding a compromise. Quote:
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In any case, C2P impact for Dread is not an issue, because it's offloaded to interrupts and doesn't slow down the CPU too much. |
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26 June 2021, 15:30 | #818 |
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Thanks all for clarification - now it's much clearer.
Now I'll get back to wait (im)patiently for new video and the demo. |
04 July 2021, 10:45 | #819 |
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Dread looks awesome! Looking forward to play this on my A500 with Supra Turbo 28
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10 July 2021, 20:31 | #820 | |
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Quote:
Maybe KK could comment? It's an interesting question |
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