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Flight for Nordlicht intro released.


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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
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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..

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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.

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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 ?

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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" .

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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).

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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.

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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...

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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.

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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
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