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16K 3D engine


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On 3/22/2022 at 4:28 AM, Saint (Swiety) said:

next version of Vicdoom port ;) It's run faster , a lot of code is rewrited , i think now is 60% of code
 

 

 

Please Saint, where can we downlad this W.I.P version ? Thanks in advance.

Edited by ALEXANDER
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  • 2 weeks later...

The Saint does not sleep... The Russian Hangar level has just appeared with music and sfx and finally there is a map so you can see the "secrets" to explore:

 

 

 

 

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  • 4 weeks later...
On 5/13/2022 at 12:26 PM, emkay said:

Sorry, even on the VIC the screen is bigger. 

And the frame rate of that version is awful. What's your point, other than to just be your standard self and be completely thankless and non contributive? Actually never mind on the answer, I have no idea how you got off ignore, but I'll be fixing that posthaste.

Edited by gnusto
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  • Emkay, before you write anything, check the technical issues regarding the VIC20 and its layout
    - how many characters does it display in a line - 22 characters, quote from Wikipedia 
    "At startup the screen shows 176 × 184 pixels, with a fixed-color border to the edges of the screen. 
    Since a PAL or NTSC screen has a 4: 3 width-to-height ratio, each VIC pixel is much wider than it is high. 
    The screen normally shows 22 columns and 23 rows of 8-by-8-pixel characters " 
    Atari displays 40 characters, so the width of the window is 2x smaller
    
Edited by Saint (Swiety)
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4 hours ago, Saint (Swiety) said:
  • 
    Emkay, before you write anything, check the technical issues regarding the VIC20 and its layout
    - how many characters does it display in a line - 22 characters, quote from Wikipedia 
    "At startup the screen shows 176 × 184 pixels, with a fixed-color border to the edges of the screen. 
    Since a PAL or NTSC screen has a 4: 3 width-to-height ratio, each VIC pixel is much wider than it is high. 
    The screen normally shows 22 columns and 23 rows of 8-by-8-pixel characters " 
    Atari displays 40 characters, so the width of the window is 2x smaller
    

Using mode 5 instead of mode 4 gives the double height by hardware.

Correcting the aspect ratio needs 128 chars instead of 64 chars.

The borders could be done using PMg...

I guess the characters were just used to have a logical frame buffer. 

So, from the HW side , things should work.

The thing is a lot faster than on the VIC20, and the splitting into the double amount of chars might cost some frames.

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  • 3 weeks later...
  • 5 weeks later...

Here an update (Swiety added his own rendering, lights, rewritten stuff and tons of other changes)

https://youtu.be/UwKu5pbbmtw?t=8377

If the url is bugged somehow - set the time to 2:19:37 (it was from livestream)

 

It was keep in the silent because its was part of our demo for Last Party 2022 (NG+ZELAX cooperation). More details later from Święty.
Current version runs of fullscreen with awesome speed.

 

The update is mindblowing imho :).

d6.png
 

d5.png
 

d4.png
 

d3.png
 

d2.png
 

d1.png
 

Edited by solo/ng
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@solo/ng  Wow, just finished watching the whole demo and already commented just how cool the demo and in particular the Doom segment is! Utterly amazing to get's these lighting effects! It is a 3D Raycasting engine right? 

 

Great job all round for the whole demo. Some great effects and amazing colours demonstrated. Nice to see a 1MB demo as well. Congrats to all involved!

 

So big question is - will there be a playable demo of the engine mad available at some point? Would loe to run this on real hardware!:lust:

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Just now, Beeblebrox said:

@solo/ng  Wow, just finished watching the whole demo and already commented just how cool the demo and in particular the Doom segment is! Utterly amazing to get's these lighting effects! It is a 3D Raycasting engine right? 

 

Great job all round for the whole demo. Some great effects and amazing colours demonstrated. Nice to see a 1MB demo as well. Congrats to all involved!

 

So big question is - will there be a playable demo of the engine mad available at some point? Would loe to run this on real hardware!:lust:

Thanks :] Most parts (effects) works on 64kb but we just loaded all to ~600kb banked data to have easier life linking it together;)

 

Yes there going to be playable version soon from Swiety, one for 130XE (3 banks) one for 64kb xl/xe. He already has it and showed to people on the party but he wants to make it even faster (hehe) and release playable version .xex soon. 

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@solo/ng ah makes sense then re 64b effects.

 

"Yes there going to be playable version soon from Swiety, one for 130XE (3 banks) one for 64kb xl/xe. He already has it and showed to people on the party but he wants to make it even faster (hehe) and release playable version .xex soon."

 

That is amazing news regarding two versions! Speeding it up would be even amazing!:lust: Not to detract from what has been accomplished here at all, (which is truely astounding work), but it would be great to see some PMGs and perhaps a weapon and display below the main playfield.

 

Globe's 128K 3D raycasting engine is astounding and the animated on screen weapons are amazing:

 

https://atariage.com/forums/topic/330601-128kb-raycaster-engine-wip/#comments

 

Edited by Beeblebrox
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The Doom engine looks amazing! I only hope to see an option of better aspect ratio (without the vertical stretch to full screen height).

I'm also curious about the strafe support - would be great to have it with keyboard controls, because Doom without strafing is hard to play (avoiding Imp missiles). Great job!

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