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philipj

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Posts posted by philipj

  1. 16 minutes ago, CyranoJ said:

    Add in Jagchris and phillipj and there's your Dream Team developers right there.

    Dude... Taking virtual potshots isn't helpful to the conversation especially when the remarks come out the clear blue sky... I have a few ideas, however comparing apples to oranges between the Jag and the N64 is not where I'd start on something like that. The Jag was meant to compete with the 16bit consoles and the 3DO console, which would be a better comparison in looking at how great 3D was pulled off on those system... Or even old graphical workstation that were prior to "Open GL" would to provide some means of working out some reasonable 3D graphics on the Jag... Then there are games on the Jag that does pull off decent graphics with texture mapping and shading despite low polygon content... Where there's a will there's a way thus is why I'll come up as many ideas as I like.

  2. Don't know man... I've learned a great chasing the Jaguar dream despite the longevity of time; things I was totally clueless about in my teens... back then I wanted to program the "Sega Genesis" with no way of even knowing where to start. If anything the reading up on Jag related tech stuff has been quite the learning experience having to do research on things trying to understand how the darn thing works especially having no education in any of sort of thing. I know it's late in the game, but having hacking it out this long I certainly won't give up on it now.

    • Like 1
  3. Being stronger than an SNES or Genesis, there's certainly potential hit some sweet spots in pulling off some neat tricks... I want to say the Jaguar can do much more than the "FX cartridge" for the SNES or the "SVP cartridge" did for the Geny but games like "Checkered Flag" tends to get in the way of that theory at least in concept even though some mistakes were made making CF... There are better examples on the Jaguar; I have no doubt something will be worked out.

    • Like 1
  4. 13 minutes ago, sirlynxalot said:

    Yeah but we want our 3do tomb raider moment where we can finally be vindicated and show everyone that our favorite underdog system could have gone toe to toe with the PlayStation if only developers had more money and resources. Doing something of Amiga level quality isn't going to get that reception.

    Yea I've wanted something like that for years since the heyday of the PS1; the only thing is Jaguar hardware and its problems... whatever can of game is made, it'll be exclusive to the Jaguar, but man I'd love to see a very close rendition of "Wipeout" on the Jag running decent if not very fast; where there's a will there's a way.

    • Like 1
  5. 3 hours ago, Jag64 said:

    Checkered Flag proved you could sell a terrible game that moved like a handicapped turtle in molasses... if the only thing people saw were still images.

    True enough... that game was too choppy and hard to control... one thing I do admire about the game is that it seems to have the biggest 3D environment due to large race tracks... the game seems very modular in nature the was the environment proceeds as you're racing the tracks; it's too bad the game wasn't optimized for speed and playability.

    • Like 3
  6. "Hover Strike" looked promising... it was the closest thing to Playstation 1 style graphics... very effective use of repetitive texture mapping which was common at the time... And let's not forget "Sky Hammer".

     

     

     

     

    • Like 2
  7. 2 hours ago, OVERRiDE said:

    I dont think the legality really matters, of course no one who would be willing to try to port this to the Jag would ever consider trying to sell it.

     

    The main issue, regardless of fixed point or floating point, is that the Jag is not good at rendering triangles, point blank.

     

    The official Atari 3D renderer is doing 15 fps on a scene with 382 triangles

     

    Granted this renderer can be optimized as it is doing real-time per-vertex lighting calculations as well near-z clipping on every vertex transformed, that code is running on the GPU which does not seem to be the bottleneck considering 4 triangles can tank down to 30 fps if they are large enough on-screen... I believe the blitter is just not well suited for triangle rasterization.  I would love to be proven wrong though!

    20220323_183946.jpg

    20220323_184216.jpg

    20220323_184226.jpg

    Very cool stuff... 

    • Like 1
  8. 9 hours ago, CyranoJ said:

    Where do you guys get your information?

     

    Is there a big bumper book of utter horseshit I missed? :D

    These rules were made around the time "AtariOwl" was working on his 3D demo... you're not supposed to run programs in a tight continuous loop less you hammer the GPU... very clear and concise instructions; no horseshit over here.

  9. 6 hours ago, CyranoJ said:

    The thing is, even if he got his magic bullet fix all GPU compiler (We're back to GPU IN MAIN! GPU IN MAIN! here folks), at best it would run 2-5 times quicker (best possible case, actual, probably closer to 2) so it would still be utterly unplayable and require vast re-writes using assembler. 

     

    Assembler... that language with perfectly good toolchains.

    It's my understanding that there were certain rules to using the "GPU TO MAIN" trick effectively... using the trick sparingly, don't use any tight loops less you wind up hammering (overheating) the GPU and finally, the trick is probably best used for AI and not necessarily for graphical purposes using raster graphics where slowdowns are inevitable.

    • Haha 2
  10. 13 hours ago, Stephen said:

    Don't forget - GPU in main, and pages upon pages of number-wang spreadsheets showing cycle counts!

    You know... at one point, the QBASIC community was once flourishing with enthusiast before the DOS community took a nosedive... There was some optimism and a level of zeal I can certainly admire today. As I mentioned before the QB64 thing is a language to prototype game ideas before porting them to other systems like the Jaguar. In the meantime here's a neat video of what was possible using Old-school QBASIC...

     

    https://youtu.be/982eKRzFReI 

     

     

  11. Posting a couple of YouTube favorites I like to draw inspiration from; I'm thinking of taking note from some old-school by basing my (Concept 3D engine) around the 68000 using the Motorola to control everything... The old graphical workstations of old basically used terminals like the ST or the Ikonas (Motorola based terminals) to control the mainframes that crunched the math. I always get a kick out of the old school graphic stuff that handled real-time 3D in a meaningful way, but that's just my personal preference. Also I've noticed that the 3D models were pretty simplified in those days using "splines, nurbs," and other simplified forms of 3D modeling common in CAD stuff and were small in file sizes... I think with the Jaguar, less is probably more if used properly, but that's just a theory IMO.

     

     

     

    • Like 1
  12. On 12/1/2021 at 2:37 AM, Stephen Moss said:

    The other problem is creating the models, maybe things have improved over the last few years but when I was looking at it I found a lot of software proports to produce 3DS files but when you look at them they are nothing like the files Autodesk produce and so not being true 3DS files the Atari converts do not play well with them.

    I found Milkshape produces 3DS files the converter liked, but could not find a dimension based input as opposed to freehand interface so used Gmax with the Starfleet command exporter, then import into Milkshape to convert to 3DS.

    Hi Stephen...  There's a few options out there that might require having to use other older animation packages... There's still the old "OBJ or Object" file format from the old "Lightwave" software packages used on the Amiga machines... Also let's not forget that "Lightwave" was used on the Playstation 1 to animate objects so there's stuff out there on that sort of thing as well. The old "Impulse Imagine 3D" program also uses the OBJ format standard; it also started out as an old "Amiga" 3D raytracer and animation package although it's user interface is a little quirky to use has a bit of a learning curb... There's Windows version of "Imagine" out there you can download for free; they both used the Motorola 68000 for everything so it's quite possible to make a bit of a compromise by letting the 68K do some 3D while letting the GPU rasterize the 3D stuff. Then there's the old "Polyray Raytracer" standard similar to how the POV Ray format is; I have an old book called "Animation How To" that uses "QBASIC" to write animation descriptions as a test vehicle before porting the animation to Polyray format.

     

    This is just a few things this whole Jaguar journey has allowed me to look into...

     

     

    Animation How To Book Cover.jpg

    Imagine 2.0 for Windows.png

  13. 35 minutes ago, CyranoJ said:

    How long is this todo list of yours?  I'm imagining a toilet roll... in more ways than one.

     

    At one time it was... Been rethinking and consolidating many of them; some of them I probably won't even use... It all depends the game project because that's what it's all for at the end... But all of those great ideas won't do any good, if I can't make a good game thus my plans on taking the more simpler approach with QB64 hasn't changed so I can just make games, but I have a few good ideas that I'm not ready to throw away just yet, but for now I'm a bit tight lipped about that doesn't make for a good game; the game should justify the idea and not the other way around. However if I ever do get to work on them, I'll make the experiments small and simple, but for now, I just want to make great games and release them; that's it.

  14. 17 hours ago, CyranoJ said:

    Great idea.

     

    Maybe it can use XMODEM to get maximum speed......

    Well... Actually, all jokes aside, I have a few ideas experimenting with the Jag and the Sega Genesis concerning interfacing the ST to both machines using an altered version of the old BJL program. The model 1 version of the Genesis has a serial port in the back, but requires an 8bit chip to communicate to the Geny, which the ST just so happen to have a (BJL Behind Jaggy Lines / BGL Behind Geny Lines)... At least that's on my to do list.

  15.  

    53 minutes ago, phoenixdownita said:

    Where do you see 12 bits?

    Well I assumed that 12-pins meant 12-bits, but it look more like 8-bits rather than 12-bits with "2 Transmit Data Pins" and "2 Receive Data Pins" on each side of the external connector for the DSP. Also there's the two "Reserved Pins (Pin 4 and 5)", but doesn't look like it's being used for anything from the looks of it... 

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