Jump to content

Photo

Flight for Nordlicht intro released.


89 replies to this topic

#1 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sat May 12, 2018 2:40 PM

Released today our small invitation for Nordlicht demo party...

Binary will follow later today:

 

http://youtu.be/rAdZ83rBMdw

Attached Thumbnails

  • nordlicht2018_invitro.png

Edited by Heaven/TQA, Sat May 12, 2018 5:28 PM.


#2 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sat May 12, 2018 5:25 PM

added binary.

 

Code by me in 48 hours hacked together

Music by Miker

Pixels by Alien

 

PAL only and should run on real machine.... even 65816 ;) but not tested.

Attached Files


Edited by Heaven/TQA, Sat May 12, 2018 5:30 PM.


#3 devwebcl OFFLINE  

devwebcl

    Stargunner

  • 1,207 posts
  • Location:Chile

Posted Sat May 12, 2018 7:17 PM

Loren Carpenter ?

#4 Stephen OFFLINE  

Stephen

    Quadrunner

  • 7,096 posts
  • A8 Gear Head
  • Location:No longer in Crakron, Ohio

Posted Sat May 12, 2018 7:57 PM

Loren Carpenter ?

One of the originals at Industrial Light & Magic.  Read up on the original 2 games they did for Atari - Ball Blazer, and Rescue on Fractalus.



#5 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sat May 12, 2018 10:39 PM

Yes and read David Fox interviews in Antic Magazines and you know why I mentioned him in the credits. ;)

#6 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 12:47 AM

One of the originals at Industrial Light & Magic.  Read up on the original 2 games they did for Atari - Ball Blazer, and Rescue on Fractalus.


And Pixar.... and search for Tea Pot at Siggraph. ;) or Fractal Sequence of Wrath of Khan Star Trek...

#7 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 12:53 AM

Some facts on the engine:

It is non optimised and renders in realtime.

So it takes a grid moves the camera over the grid and does 3d clipping (which is not perfect). Then does the perspective transformation to 2d coords. Then draws the line with Carpenters postulated simplest fractal algo. After drawing the grid in a special way the special filler is doing his work... (eor filler special).

What is missing is rotation.

All on mighty 6502....

Edited by Heaven/TQA, Sun May 13, 2018 12:56 AM.


#8 Mclaneinc OFFLINE  

Mclaneinc

    Quadrunner

  • 5,773 posts
  • Location:Northolt, UK

Posted Sun May 13, 2018 2:53 AM

Love the intro, the rotation would have been nice as it would mask the onion skin peeling effect of the way the layers of gfx are used But hell its missing (to be seen in another demo?), even without it I think its great..

 

Thanks Heaven..



#9 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 4:02 AM

Love the intro, the rotation would have been nice as it would mask the onion skin peeling effect of the way the layers of gfx are used But hell its missing (to be seen in another demo?), even without it I think its great..
 
Thanks Heaven..


Yeah I know.... but it looks better than what was done in Arsantica 2 intro 2015.... so i will come closer to my life time goal.

#10 devwebcl OFFLINE  

devwebcl

    Stargunner

  • 1,207 posts
  • Location:Chile

Posted Sun May 13, 2018 8:36 AM

One of the originals at Industrial Light & Magic.  Read up on the original 2 games they did for Atari - Ball Blazer, and Rescue on Fractalus.


Yes. I know him, just curious by the credits. Anyway, well done !

Do you have a blog talking about the math beneath it ?

#11 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 9:03 AM

Maths behind what?

The 3d engine or the Fractal algo itself?

#12 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 9:06 AM

http://old.siggraph....er-1980supp.pdf

#13 devwebcl OFFLINE  

devwebcl

    Stargunner

  • 1,207 posts
  • Location:Chile

Posted Sun May 13, 2018 9:08 AM

thanks !



#14 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Sun May 13, 2018 10:27 PM

For its year RoF is very advanced and uses modern tech. Plus so in the demo scene later used eor filler which got popular with Amiga Blitter.

F.e. 3d clipping is very advanced on 6502 for 1984/1985. Fractal line drawing anyway.

#15 emkay OFFLINE  

emkay

    Quadrunner

  • 9,365 posts
  • What's up?
  • Location:Holy Grail ;)

Posted Mon May 14, 2018 12:41 AM

The monitor is nice .
Have you tried to set the 3d to any character mode? It might look rather blocky, but the results could contain some surprises. Using gr. 9 , 10 , and 11 . Or even lower modes with added character fills, depending on the "color" "shape" .

#16 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Mon May 14, 2018 2:24 AM

mode10 is on my list as it enables depths shading (--> koronis rift) and I did already the basics on Arsantica 2.

 

but first I want to try rotation around Y axis...

 

charmode... I did used that on the VIC20 demo "Gnork". it does not help much and the fractal nature "destroys" a lot potential in terms of reusing chars. I prefer 1024 (128 bytes x 4 pixels) scanlines. Esp. ANTIC D (gr.7). 



#17 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Mon May 14, 2018 4:13 PM

Seems it runs on ntsc



#18 VladR OFFLINE  

VladR

    Stargunner

  • 1,424 posts
  • Location:Montana

Posted Tue May 15, 2018 11:56 AM

Yeah I know.... but it looks better than what was done in Arsantica 2 intro 2015.... so i will come closer to my life time goal.

It's a great work!  Framerate is pretty good, considering it's not fully optimized yet.

 

If you give it a weekend or two, some time in the future, we will have a great fractal landscape engine on A800.



#19 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Tue May 15, 2018 2:24 PM

Nah VladR.

 

me struggle at the moment with rotating Y axis... as i use signed 8x8 mul and have sin/cos values -127 to 127 and same vertices range...



#20 VladR OFFLINE  

VladR

    Stargunner

  • 1,424 posts
  • Location:Montana

Posted Tue May 15, 2018 7:39 PM

Yeah, well, signed math is a bitch @8-bit(ch) :lol:

 

It's the reason why I rather spend a day in excel, cover all the scenarios, throw in few 3D transforms (I have a mini 3D "engine" in excel :lol:  ), as otherwise you just get bit in the ass and loose a day (or two, or three, or ...) debugging (especially the clipping!!!) :)

 

I'm curious, are you drawing the heightmap quads back to front (e.g. Z-sorted, row by row), meaning with full overdraw ? I was thinking how this would look on jaguar, if I was to extend this technique there. Now I have a proper flatshaded polygonal terrain rasterizer on jag, but I'm just curious what would happen, if we threw a powerful RISC with Blitter at the fractalus heightmap ('cause that's the only Atari-proper terrain IMHO, having grown up on Fractalus...). Especially at 768x240, 256 colors, this technique might look really cool as it would be much sharper than voxels...

Throw in Z-interpolated shading of columns, and we'd get the fog for ~almost free (couple RISC ops/column)...

 

 

Long time ago you posted some Amiga (or was that ST?) demo that had this fractalus landscape as an intro. What was the name of that demo again ? It was nice seeing it in higher res/framerate...
 



#21 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Tue May 15, 2018 11:09 PM



#22 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Tue May 15, 2018 11:17 PM

Re: drawing

First. I am drawing from front to back and using a line height map buffer which you know from voxel landscape.

Then the illusion works because you fill boxes with same color and set only the pixels.

I draw the quads from middle to outside and separate from left and right side...

I draw only L parts of a quad. So x1,z1 to x2,z2 then x2,z2 fo x3,z3.heighy of those grid nodes is taken from a 16x16 array.

Each vertice of the mesh has same delta in x and z. Only y differs.

The drawing order is essential if the lines not to break the illusion.

#23 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • Topic Starter
  • 10,818 posts
  • Location:Baden-Württemberg, Germany

Posted Tue May 15, 2018 11:25 PM

Z shaded will looking good:



#24 emkay OFFLINE  

emkay

    Quadrunner

  • 9,365 posts
  • What's up?
  • Location:Holy Grail ;)

Posted Wed May 16, 2018 1:35 AM

Z shaded will looking good:


Ofcourse.

But a relative 3D screen in a game, even if rather at low resolution, could show miracles..

Unreal Amiga shows some unexpected 3D back in the days .... Yeah it suffers by some game design , but the 3D projection is very fast. Even 20 years later , people who don't know the game, wouldn't believe...
Some overhead display, the protagonist aswell..

Edited by emkay, Wed May 16, 2018 1:37 AM.


#25 emkay OFFLINE  

emkay

    Quadrunner

  • 9,365 posts
  • What's up?
  • Location:Holy Grail ;)

Posted Wed May 16, 2018 2:25 PM

You have a clue how it is done?




0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users