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The real powers of the Atari weren't Scrolling games with Sprites ;)


emkay

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That would mean to have not only colored squares.

And the mirroring is only at the screen filling , not in the screen content.

 

Even more interesting: In the center of the screen, half filled chars could be used, and the PMg build the center of the room with a separated color  from the border.

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The thing with char based textures is that it becomes looking wrong

when not doing it correct like raycasters do.... shading is no problem. I used that in Arsantica and one example had highres and 128 dithered chars version of the maze.

 

xxl. Is yours fish eye corrected?

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9 minutes ago, Heaven/TQA said:

xxl. Is yours fish eye corrected?

no, there is no correction and that is why there is a fish eye effect. it's not the only simplifications ... and there will be more ...

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13 minutes ago, Heaven/TQA said:

Look at first “textured” vector object called “stencil” vectors. They look definitely wrong without any Z.

You know, the Atari has that nifty possibility to turn the characters top down . So , if you do some adjustments on the top of the screen, you get the bottom right ....

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8 hours ago, emkay said:

You know, the Atari has that nifty possibility to turn the characters top down . So , if you do some adjustments on the top of the screen, you get the bottom right ....

 

How should the texture look on an angled view?

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But that’s not char based but “real” raycaster?

 

what do you want to achieve? I don’t get it. As raycasting is based on collum based rendering based on shooting rays through each screen X pos. Xxl does it for 40x and draws collums in 8x steps... with this you never achieve the look in the video.

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I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation.

 

280

 

(x80/x48)

atari000.png

Edited by xxl
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Incredibly cool demo.  Now I'll sit back and listen to the non-coders argue about how they would do it, but they don't code, so they shit on everyone else who does.  Keep on, I am watching with incredible interest.

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6 hours ago, xxl said:

I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation.

 

280

 

(x80/x48)

atari000.png

 

Oh, I was not aware of it was done in basic. And as higher resolution in X you need cos(deltaangle) fish eye correction to fight against distortion. ;)

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8 hours ago, Heaven/TQA said:

But that’s not char based but “real” raycaster?

 

what do you want to achieve? I don’t get it...

 

I know ;)

 

I want to have a 3D looking game for the Atari. As much 3D as is needed for gameplay, as less resources using on the Atari, for best gameplay content.

HOW characters had to be set , to aid the "3D" projection, would be more clear, if such a engine is running ;)

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7 hours ago, xxl said:

I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation.

 

280

 

(x80/x48)

atari000.png

Hm. As far as I know, the OS routine also works on character modes...

 

Let's say 40x30 and 5 colors ?  ;)

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On 6/23/2019 at 1:06 PM, emkay said:

 

Maybe  it is caused by the fact that non of those "great" 3D Engines found their way to a playable game?

 

 

And you know This char mode one will?!? And not yet doesn't mean never either...

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26 minutes ago, Gunstar said:

And you know This char mode one will?!? And not yet doesn't mean never either...

Name it "chance enhancing of possibilities" . Of course someone who has skilled programming knowledege and is interested in creating a game for the Atari, should enter the room.  Either people state "it's not possible" or still were not interested , may result in a never ending story ;)

Well, particular Stunt Car Racer shows the direction. But that used mode costs a lot CPU cycles on the Atari.

As Mode D is always denied , there are those very low CPU using Modes that have been used in Basic.

 

As an addendum to be cleared: There is still the PMg...

 

Edited by emkay
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