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BigGun
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New AMIGA game 68k Posted on 5-Mar-2008 12:24:01
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Joined: 8-Aug-2005 Posts: 438
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AmiKit
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Re: New AMIGA game 68k Posted on 5-Mar-2008 12:26:01
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Joined: 18-Jul-2004 Posts: 1139
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BigGun
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Re: New AMIGA game 68k Posted on 5-Mar-2008 12:54:24
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Joined: 8-Aug-2005 Posts: 438
From: Germany (Black Forest) | | |
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| @AmiKit
The texture mapper of SuperAGA (Natami) is a requirement. Without it the game will be very slow on UAE.
_________________ APOLLO the new 68K : www.apollo-core.com |
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tiffers
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Re: New AMIGA game 68k Posted on 5-Mar-2008 12:56:51
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Joined: 7-Jun-2007 Posts: 349
From: Perth, Western Australia | | |
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| @BigGun
But but but... natami is a SINGLE prototype isn't it? How is it you are developing for it already?
tiffers Last edited by tiffers on 05-Mar-2008 at 12:57 PM.
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hardwired
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Re: New AMIGA game 68k Posted on 5-Mar-2008 13:00:53
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Joined: 15-Mar-2007 Posts: 106
From: Portugal - Gaia | | |
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| @BigGun
"Disk: 700 MB on HD" ? For an alpha project it sure seems to hungry for disk space or ambitious in its goals...
GFX: I suppose you've tried on the Natami. Assuming so: - Why the window approach? System friendly programming can be done on screens!... (Also should probably faster... ) - Is this some type of VOXEL routine you're working on? Or something different? - How does it performs and what is the final (if ever there) performance intended?
Also: - Is this a project to be out with a final version of Natami (if ever reached!...) ?
Last edited by hardwired on 05-Mar-2008 at 01:03 PM. Last edited by hardwired on 05-Mar-2008 at 01:02 PM.
_________________ Because Amiga It's not just about technology but it's also about people... |
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_Steve_
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Re: New AMIGA game 68k Posted on 5-Mar-2008 13:05:04
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Joined: 17-Oct-2002 Posts: 6814
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| @hardwired
I would imagine it is texture mapped satellite imagery which could go some way to explaining the size of the demo, and the texture engine requirement of NatAmi. I thought that NatAmi so far was only a 68030 based system prototype though (using a Commodore One as a base). Last edited by _Steve_ on 05-Mar-2008 at 01:07 PM.
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xeron
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Re: New AMIGA game 68k Posted on 5-Mar-2008 13:34:16
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Elite Member |
Joined: 22-Jun-2003 Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe | | |
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| If NatAmi can do texturemapping, why not write a Warp3D driver for NatAmi and write your game for Warp3D? _________________ Playstation Network ID: xeron6 |
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jmbattle
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Re: New AMIGA game 68k Posted on 5-Mar-2008 14:07:12
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Joined: 31-May-2005 Posts: 277
From: Hamamatsu, Japan | | |
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| Well, it looks great for 68k...however, didn't voxels go out of fashion with Comanche IV?
Cheers, James x |
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Hans
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Re: New AMIGA game 68k Posted on 5-Mar-2008 14:34:18
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Joined: 27-Dec-2003 Posts: 5098
From: New Zealand | | |
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| @jmbattle
Quote:
jmbattle wrote: Well, it looks great for 68k...however, didn't voxels go out of fashion with Comanche IV?
Cheers, James x |
It doesn't look like Voxel graphics to me.
Hans_________________ Join the Kea Campus - upgrade your skills; support my work; enjoy the Amiga corner. https://keasigmadelta.com/ - see more of my work |
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Hans
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Re: New AMIGA game 68k Posted on 5-Mar-2008 14:47:20
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Joined: 27-Dec-2003 Posts: 5098
From: New Zealand | | |
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| @BigGun
That looks very impressive.
I have a few questions: - Where can we get more information on SuperAGA? By that I mean, technical information. In particular, I'd be interested in knowing more about the texture unit.
- Any chance to create an OS4 version? If most of the code isn't tied to SuperAGA, it should be possible to create a version that uses OpenGL without too much effort. I might be able to help out with that.
The SuperAGA sounds interesting. It's a pity that only a few prototypes exist.
Hans
_________________ Join the Kea Campus - upgrade your skills; support my work; enjoy the Amiga corner. https://keasigmadelta.com/ - see more of my work |
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DJBase
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Re: New AMIGA game 68k Posted on 5-Mar-2008 14:49:30
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Joined: 20-Jan-2004 Posts: 285
From: Germany | | |
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| @BigGun
Looks good for an Alpha version (of what you can get out of images. Maybe video possible?). _________________ AMIGA 1200 | Vampire 1200 II | 128 MB RAM | Indivision AGA Mk3 | 128 GB CF | AmigaOS 3.2.2 AMIGA 600 | Vampire 600 II | 128 MB RAM | Indivision ECS Mk4 | 128 GB CF | AmigaOS 3.2.2 |
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BigGun
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Re: New AMIGA game 68k Posted on 5-Mar-2008 16:45:30
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Joined: 8-Aug-2005 Posts: 438
From: Germany (Black Forest) | | |
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| answers to your question:
"Disk: 700 MB on HD" ? For an alpha project it sure seems to hungry for disk space or ambitious in its goals...
The 700 MB are for the final version. The goal is to fly over a realistic model of some Island (e.g Hawai) this modell will need ~ 700-1 GB disk space.
- Is this some type of VOXEL routine you're working on? Or something different?
Its a HW accelerated Voxel/Raycaster mix. With texture mapped sprites.
- How does it performs and what is the final (if ever there) performance intended?
Goal is 60 FPS including texture mapper players
If NatAmi can do texturemapping, why not write a Warp3D driver for NatAmi and write your game for Warp3D
The Natami has HW-acceleration for more features than normal Warp3D.
- Where can we get more information on SuperAGA?
The Natami website should get updated soon.
- Is this a project to be out with a final version of Natami
I hope that this demo/game with src will be out with the first batch of Natami boards.
_________________ APOLLO the new 68K : www.apollo-core.com |
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Crumb
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Re: New AMIGA game 68k Posted on 5-Mar-2008 17:46:30
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Elite Member |
Joined: 12-Mar-2003 Posts: 2209
From: Zaragoza (Aragonian State) | | |
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| @BigGun
Is it possible to run modern AGA demos/intros on NatAmi? I mean the ones from IRIS, Ephidrena, TBL, MaWi... Does it run ECS ones like Arte, SOTA, Roots2...
My interest on custom hardware like NatAmi would be purely scene related
Does it include some kind of programable flickerfixer that optionally turns 50Hz screens to 75Hz so these modes are correctly shown on TFT monitors? _________________ The only spanish amiga news web page/club: CUAZ |
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amitv
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Re: New AMIGA game 68k Posted on 5-Mar-2008 18:42:18
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Joined: 23-Oct-2006 Posts: 346
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Mrodfr
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Re: New AMIGA game 68k Posted on 5-Mar-2008 19:01:14
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Super Member |
Joined: 28-Jan-2007 Posts: 1396
From: French | | |
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| @BigGun
You touch the natami, you know the special to code for the natami (and great because you know coding , you test your code on the natami and take some grab from the natami,....
How all is it possible ???
_________________ BTW, what you have done for the amiga today ????
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spotUP
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Re: New AMIGA game 68k Posted on 5-Mar-2008 21:17:03
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Elite Member |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @BigGun
... but but .... what happened to your shmup construction kit? i was looking forward to it a lot!
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
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wawa
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Re: New AMIGA game 68k Posted on 5-Mar-2008 22:03:13
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Elite Member |
Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| well, if that is a real thing, then that is the way to go. fortune!
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Reynolds
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Re: New AMIGA game 68k Posted on 6-Mar-2008 6:15:07
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Member |
Joined: 27-Jul-2005 Posts: 78
From: Hungary | | |
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| @BigGun
Playable preview or rolling demo for Classic Amigas pls. I'd like to see how my CSPPC performs... :) Classic and OS4 versions also "for the masses" :D |
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Amiboy
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Re: New AMIGA game 68k Posted on 6-Mar-2008 7:56:05
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Super Member |
Joined: 21-Dec-2003 Posts: 1059
From: At home (probably) | | |
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| @BigGun
Thats looks great!
Does anyone have any furthur details on the NatAmi? Any links I find in google are very sparse. Last bit of Info I got was that it was going to be some form of PCI card???
If not will it be in the form of a motherboard? Will the CPU be replaceable? What memory will it take etc etc.
Will it really be able to play all or the vast majority of Amiga games or other software??
Thanks _________________ Live Long and keep Amigaing!
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Yssing
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Re: New AMIGA game 68k Posted on 6-Mar-2008 8:59:32
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Super Member |
Joined: 24-Apr-2003 Posts: 1102
From: Unknown | | |
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| @BigGun
It looks awesome... :) _________________
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