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Otto1980

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Posts posted by Otto1980

  1. You are correct ! 3DO's RR's road is completely scanline! Not a single 3D angle adjustment! And while at NFS, you can clearly see the polygonal curvature of the road, in the 3DO's RR, the road is pixel-smooth curved. The hills go up/down, curves turn left/right exactly like in any other scanline-based racing game.

     

    yes.. i also think is basical the "old" roadrash with some 3d objects on the side plus the graphics are replaces by digitised trees, cars, bikers... what ever.

    the typical eyewashing of that time :-D

     

    however the result is looking and feeling good

    by the way i think crash n burn uses the same tech (2d scan + 3d sideobjects)

     

    what i wanted to say: if you handle to align some 3d environment (in sum max up to 50% of screen) attached to the 2d scanline engine, you are the man!! you did it!!

    the holy jag roadrash coder :-DDDDD

    i will errect a small shrine in my basement

    • Like 1
  2. Because there is a huge feature and qualitative difference between 2D scanline road (ala Outrun) and 3D polygonal road (ala NFS). The 2D road cannot adjust perspective and angle with the change in 3D camera.

    yes but we are talking about roadrash, and there is not a single inch of cameramovement or cameraturn or whatever. in best case there is a zoom at finish, and that is also no problem for 2d scanline .. :-o (see link below)

     

    The 2D road cannot adjust perspective and angle with the change in 3D camera.

    False, on case perspective look here: http://codeincomplete.com/games/racer/v4-final/

    and by the way.. wher did 3DO roadrash change perspective???

     

    however, i just wanted to tell you that they did the same on RR 3DO and save you from braking your brain on this topic ;-)

     

    and for sure, a 2D scanline racer got some "values" that you can convert / align to some texture dimension ;-) think about it.

    would be a much more easy way to add/sync a 50% "3D textured" object over/to the "2D scanline" object / engine.

     

    some basic housealignment, some hills/mountains, and as the crown of 3d a tunnel :-o

    thats all of the RR 3DO 3d texture science, sorry if that sound disappointing, but everything else is 2D scanline.

     

    the preferences of RR3DO are (graphic and game) design, speed, gameplay, sound, presentation and not its eyewash visuals

     

    get it as hint ;-)

     

    ps.: drTypo seems to be a specialist for affine perspective (gemrace, fallen angels, tubeSE) on the Jag, he could maybe help you on this topics

  3. why so complicated?

     

    look at WIP: Not Outrun

     

    there the basic roadrash engine is already done !!

    Just add you "textured" houses and hills on bouth sides of the road and you got your 3do roadrash engine (or better) on the Jag ;-)

    (maybe you find a way to align the textures to the old fashioned simple roadengine, thats it.. they done nothing else back on 3DO roadrash)

    as you see on Burnout the jag can do much much better roads than the 3DO :-D

     

    Your favorit Chairman has spoken

  4.  

    I'd have to agree here. The networking side probably isn't worth the work required to get it going. Similar for the developer options - most everyone doing anything on the Jaguar has a skunkboard - and once these SD carts hit, I bet there'll be a lot of skunkboards on ebay, as people who bought them to play ROMs will not need them anymore.

     

    I HOPE SO

     

    my skunk is in "coma" after i tested rebootroids (first test rom) i destryed my USB plug on my skunk by accident .. (as you know im a higly talented armed with chairs coder) so i need a new skunk or i try repairing it with a soldering specialist

  5. Bubsy - Genesis, SNES, PC (okay, not the same exact game, but still)

    I-War - PC

    Missile Command 3D - PSX, PC (again, maybe not the same exact game, but close)

    Power Drive Rally - SNES, Genesis, Amiga

    Tempest 2000 - PC, PSX, Saturn (okay, some variations here)

    Towers II - PC

     

    they are in that form not even close or NOT on other systems

     

    "maybe not the same exact game, but close" -> so we need no new racing games for example.. they are not the same but close :grin:

  6. From my perspective, it's because it's different. Most machines of the era have a lot of similar games, but only a few Jaguar games can be found on other systems... Plus I love the grungy '90's style sci-fi from games like I war or Skyhammer

    me too, and BIWN would be my holy grail but it died before release :_( :_( :_( :_( :_(

  7. for the short dev time this demo looks nice

     

    but also:

    its nearly 1:1 Legend from SNES.. saw some identical images and all the sfx are the same.. the dogs and the voices are absolut identical with SNES Legend

    • Like 2
  8. "Not the best racing game"?

     

    I'm sorry, have you played this enough?

     

    If you disagree with me the only other opinion is that it is the best racinggame.. so who did not playd clubdrive???

  9. not the best racing game.. but it got much more "3d capabilities" than NfS and Roadrash

    (sadly no texturemapping) :-D

    but who needs when you get a blocky cat instead

  10. Hi shamus

    some feedback:

    i like the "frame advance" button together with the alpine mode

    but it would be even more nicer when that button press event would trigger the refresh of the apline status windows.. for example the CPU Broser or OP Browser

    that could speedup "basic" debuging a lot

     

    another fedback: awesome job.. i love the VJ :) :)

     

    greetings

  11. Same thing when someone with no programming background comes on about how he would speed up Supercross 3D to 30fps when one of his "optimizations" would buy almost nothing.

     

    I really don't understand why the Jag is the one console that gets all these arm chair experts with their pie in the sky dreams. I don't see people on the Lynx forum talking about conspiracy theories or how the Lynx could've competed with the Gameboy Advance if only its unharnessed powah was discovered by developers.

     

    i have "programming background" and i can tell you that supercross wastes lot resources while your holy shrine NFS does tweaks and windowdressing with things like reduction of details at already 30 m infront of your car, lowres textures, 3d world on rails....

    i playd it 1 hour ago.. its just fact.. nice game nice presentation.. but also boild with water

     

    greetings.. your armchairmain of trust

  12. By looking at the textures between the various resolutions it seems like as the screen size increases the textures details increase as well [not linearly but somewhat you can tell there's finer details rather than a wholesale scaling].

     

    My hypothesis is that rather than having the game play at a fixed resolution and simply scaling the results (2x or 3x however it may be) it actually increases the resolution rendered as it increases the screen size and also it uses more detailed textures.

     

    exactly.. i think in case of SC3d this is one of the main resource eaters

    the textures are not very colorfull but look relativly high resoluted.. so if you look from one end of the stadium to the other you see them still.. that means they had to calculate the textures from huge images down to a hand of pixels in the far distance

    i can imagine that this calculation takes heavily gpu power and results in the poor renderingspeed that ends up in the low fps

    some workaround would be cutting the drawdistance OR try to use mipmapping (which also would increase the texture sourcedata a little at around +33% but propably reduces calculation/rendering of "far" textures a lot)

     

    btw this would be a little more than a hack.. it would be a massive optimisation of its engine which requires the sourcecode :-D

    (and more skill than i got :-P

  13. yes.. sadly its mystlike.. and sadly its not fun to play cause of this :_(

     

    but if it would had x3 the fps (and im sure there was much optimizing possible) it would be some of the best if not the best motocrossgame of its time

  14. on the other hand, what advantages do you think the Jaguar has over the 3DO?

     

    i think the raw speed of its single components (processors, bus, ram)

    also the colormodes and the Objectprocessor that can be used in many ways (especially on 2d)

    more freedom.. but also lot mor tasks for programmers :-(

     

    the "disadvantage" against 3do in terms of texturemapping is the V-Ram (only if possible to store imagesources for textures in it .. dont know if it can)

    and mostly the hardwaresupport for "basic" texturemapping inside one of 3dos processors. (maybe also basic transparence effects?)

     

    for example...

    disadvantage: The texturemapping a jagcoder has to "calculate" by its own with the given processors..

    advantage: its also possible to gain the texturemapping quality a lot this "manual" way as we see on HS CD

    that causes time and knowhow and results in another disadvantage.. 2 factors that avoid a lot for some programmers (like me ;-)

     

    i think the point is, how much of the Jaguars "raw" speed the SAME texturecalculations would burn to have SAME result as on 3do (which is possible for sure cause bouth can display pixels on the screen ;-)

    if you find out you propably can give an exacter comparsion

     

    the question is.. do you or the gamers want the SAME textures.. or do you also agree a tick lower quality.. or want higher quality textures ;-)

     

    look at doom.. variation of textures is a little lowered on jag (maybe resolution too.. dont know) .. but the game is much better than e.g. snes or 3do or 32x

    its the balance that makes it far better

    • Like 1
  15.  

    Yes, I was thinking things like 1MB of VRAM versus shared with system memory (which is the same on both), higher resolution, two video co-processors, CD-ROM by default (i.e., no limitations as add-on, it was designed from day one with that option in mind), etc. I'm sure there are some things that the Jaguar does better, but, high original price aside (because we're not discussing that obvious disparity, just the technical features), it seems like the 3DO was just engineered better overall with fewer bottlenecks. I'd be happy to hear where the Jaguar has a clear advantage in (for one, I would think pushing certain 2D-centric games it would, since the 3DO didn't seem to do great with things like parallax effects, at least in an obvious example like Super Street Fighter).

     

    In any case, none of that really matters, it's what was done with that power that matters. I think in that regard for a variety of reasons the 3DO had more of its potential utilized than the Jaguar, but then that's not exactly a new idea. I'm simply not confident we'll ever see the Jaguar pushed in a way that's been hoped for (and consistently speculated on) by its biggest supporters.

     

    higher resolution? you must have a modded prototype or something ... 2 co-processors? okay when we start counting bits and processors .. the jag got 3 64Bit futuristic components inside .. the bus and its memory, the blitter, the objectprocessor

     

    i have bouth consoles.. and the closer i look the more i see the "advanced" 3d eyewash... reduce the 3D world down to very lowpoly or even put it on rails and map it with textures is not an advance or improve. its a gameplay-step-back at costs of showing textures.. not in mention the fmv games

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