22 August 2022, 01:58 | #241 |
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@pipper - YouTube just gave me this
[ Show youtube player ]
I thought it was interesting because the aspect and perspective issues were really conspicuous, both in fullscreen and 2/3 size. However, it was posted a fortnight ago so I don't know which version it is. The effects are a lot less noticeable on my machine. |
22 August 2022, 03:21 | #242 |
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This version may be the first one I posted which was made to look right in the 2xn mode
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22 August 2022, 16:32 | #243 | |
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@pipper
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You could fill it with hidden door sections that rearrange when you walk over an invisible trigger so that backtracking changes it. Though the automap would fettle that. |
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22 August 2022, 17:15 | #244 | |
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@pipper
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Possibly related, the waterfile, which contains the animation frames for the water, appears to be stored as 8 64x64 tiles, but each pixel is 2 bytes, where every odd byte is zero. The even bytes appears to be a shade palette index. I was trying to make sense of these data just now. There's more to it, frames seem to be interleaved. |
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22 August 2022, 20:36 | #245 |
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@pipper - Candidate PR raised for issue 9 (floor swimming)
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22 August 2022, 23:33 | #246 |
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@Karlos
Just tested it and it is a vast improvement but with a subtle 'sway' maybe linked to the player bobbing motion? |
22 August 2022, 23:40 | #247 |
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22 August 2022, 23:42 | #248 |
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you have to really be looking for it mind.
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22 August 2022, 23:46 | #249 |
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I merged it anyways. Yeah, I noticed, too that when the player goes up and down, the floor seems to shift left and right. Is that what you are talking about?
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22 August 2022, 23:49 | #250 |
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Correct. I'm going to check the original. It's possible that it's a consequence of my division approximation.
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22 August 2022, 23:54 | #251 |
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just had to check the original also. yes, the original does the same.
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23 August 2022, 00:02 | #252 |
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@pipper
yes that is correct. |
23 August 2022, 00:16 | #253 |
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23 August 2022, 00:32 | #254 |
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top stuff guys
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23 August 2022, 01:53 | #255 |
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Done. The code should now work with the original 288 width too. I also removed an increased approximation precision for the floor texturing that saves a pair of instructions since it wasn't the new code creating the "bobble wobble"
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23 August 2022, 07:51 | #256 |
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Actually far in the future I'd like to revisit the precision of the rendering in few places. If you play doom, you'll notice how solid everything feels. In Ab3D everything seems to wobble, shift and jump around. For instance if you look down at the floor one should see perfect little squares (enlarged floor tile pixels), but in AB3D it actually looks rather messy.
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23 August 2022, 09:52 | #257 | |
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If we are targeting 060, I was thinking to add an FPU option to the makefile. Then we could build a version that uses the FPU for the transformation steps. Almost all the integer division logic disappears then and scaling factors can just be specified directly and achieved via multiplication. Since none of the FPU registers are currently used, we could save them all on start up and restore them on clean exit (when that's a thing). Having said all that, I don't know that the precision is necessarily the cause of all the wobbles. If you look at the edge of a wall and floor, especially it rarely dorms a straight line, but appears to have steps in it that correlate with the wall texel width on screen. I wonder if that's due to some algorithm shortcuts I've often thought about writing a replacement engine in C and providing the option for a hardware renderer. There are some features of the game that make this a challenge however. First being to understand how it actually works now. Last edited by Karlos; 23 August 2022 at 10:01. |
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23 August 2022, 11:56 | #258 |
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@pipper
Just to confirm my previous claim, I temporarily replaced the 320 scaling from muls.l #171,d6 asr.l #8,d6 with fmove.l d6,fp0 fsmul.s #0.6,fp0 fmove.l fp0,d6 And there was no change in quality or "bobble wobble" in fullscreen. Ironically this is probably still faster than the original divs.l code. |
23 August 2022, 21:36 | #259 |
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An 060 version would be great, but I don't want to loose the ability to run it on 030 either... its a matter of where to invest time. 060/FPU Could make the walls look nice and if we manage to overlap perspective division with the strip rendering we'd get it "for free", similar to how the Quake renderer works. I think right now perspective division is not done per strip. Additionally subpixel correct sampling/rendering could reduce wobble and make the world feel more solid.
But lets focus on fixing bugs first. Your contributions are greatly appreciated!!! |
23 August 2022, 22:17 | #260 | |||
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