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swapd0

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Everything posted by swapd0

  1. It doesn't matter on the polygon count, it's about the number of pixels you're going to draw
  2. Please, don't port the Atari ST version to the Jaguar, it's so crap.
  3. Much faster than having the GPU waiting for the blitter to finish to send the next triangle scanline to be drawn...
  4. With a few extra registers you could draw a trapezoid with the blitter (2 trapezoids make a triangle), drawing a square with a texture is useless for 3d games,. You can still do the rasterizing with the GPU, well I mean calculate the edge slopes not the edges coordinates. With a write buffer or cache you will be using the 64bit bus of the blitter at full, now when you are doing texture mapping you write pixels one by one, using only 16 bits per write. That means 1/4 of the real bandwith. Writting a list of primitives just like the OP works has nothing to do with DirectX or OpenGL, also it's the way that the PSX works, you only need to write that list of commands as fast as you can, then the blitter will render it as fast as it can.
  5. The biggest problem with the Jaguar with 3D games is: 1- The blitter is too stupid, can't even draw a single flat shaded triangle (wasting cycles waiting for the blitter to finish or too many cycles wasted setting up the blitter for just a few pixels) 2- With textured polygons you'll have a lot page misses (you need a cache or write buffer for faster textures) 3- The blitter can't work in DMA mode (like OP), ideally you'll write a list of primitives to render (points, lines, flat triangles, textured triangles, etc) and tell the blitter to draw them, while it's busy rendering the list you can process the next frame. (real parallel processing)
  6. Hi I'm wondering if there are a zip file/image (virtual box?) with a full setup with development tools and emulator for the Jaguar, for faster code-test cycle. Just download and start to code. Thanks
  7. I got a question, if the OP has two internal buffers of 360 pixels, the max horizontal resolution must be 360 x 2 = 720 pixels, how can you get 1024 pixels?
  8. I prefer 320x200 with as many fps as possible.
  9. I would remove the horizontal scroll, it's a bit of waste to implement it for just two tiles.
  10. The Jaguar can handle (rotate & transform) a quite big poly count the problem is when you try to render it.
  11. It's the same than the last version but with a bigger texture, so there are no tiling textures.
  12. Competition it's great but next time please choose any other game, for me it was a torture XD
  13. IMHO my time it's too crap to deserve a price
  14. I'm trying but still far By the way your monitors/tv looks great, specially the Atari monitor, I'm playing on a 16:9 OKI TV and it looks crap.
  15. I put lap count to 50 but I've never reached 20 laps, I turn it off frustrated. XD
  16. But it's impossible to get decent laps in a row.
  17. It doesn't matter how much you play, you get random time laps.
  18. I've been playing a few minutes ago (for the first time) and I don't understand why the controls are so bad, why they released such crap? Even with a faster framerate the game would be crap because the car doesn't turn quick enough. For now my best time is 57 seconds, i didn't bother to take a pic XD
  19. How do you include the arcade or SID music into the ports?
  20. swapd0

    Moar Minter!

    I played a lot with this game, not sure how it will work without a mouse.... also it would be great if you do something to avoid the frame rate drops when there are a lot sprites into the screen (not sure if the port have the same problem).
  21. A cycle accurate emulator with good profiler and debugger integrated.
  22. Yeah!! Kill it. Anyway I think that you had some (copyrights?) problems with Virus and Frontier ST port, isn't it?
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