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wawa
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Re: Gloom Remake Posted on 14-Sep-2010 0:38:37
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Elite Member |
Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @Dafs
might be interesting to see how a stormmesa version for 3d accelerated 68k amigas performs, not to mention os4, mos or aros, if onla the code apart opengl is portable enough to compile with a c/c++ crosscompiler like amidevcpp. |
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Dafs
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Re: Gloom Remake Posted on 14-Sep-2010 0:55:04
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Member |
Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @wawa It would probably make more sense to write a renderer for Warp3D and its clones . An optimal amiga port would provide implementations for the following prototypes:
"renderer.h" Sprite *createMD2Sprite(void *md2); Sprite *createSprite(int dir_count, int frame_count, int mw, int mh, struct frame_s *frames); Texture *createTexture(int w, int h, void *argb); Texture *createMaskedTexture(int w, int h, void *argb, void *mask); Texture *createAlphaTexture(int w, int h, void *argb); void freeTexture(Texture *txt); void tformTexture(Texture *txt, float x, float y, float rx, float ry); void initRenderer(); void setViewport(int x, int y, int w, int h); void setFrustum(float left, float right, float top, float bottom, float near, float far); void drawSprite(Sprite *sprite, float x, float y, float z, float w, float angle, float frame); void drawSBuffer(struct sbuffer_s *sbuffer, float y, Texture *floor, Texture *ceil);
"system.h" int millisecs(); int pollSystem(Event *ev);
"video.h" int openVideo(int w, int h, int d, int flags); void closeVideo(); void flipVideo();
At the moment the only implementation is SDL+OpenGL1.1 but as you can see it wouldn't be an incredible amount of work to write amiga-freindly implementations, of course the base interface will grow over time but to be honest probably not by much. |
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joeled
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Re: Gloom Remake Posted on 14-Sep-2010 5:38:51
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Cult Member |
Joined: 25-Dec-2007 Posts: 724
From: Uppsala, Sweden | | |
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Wanderer
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Re: Gloom Remake Posted on 14-Sep-2010 7:42:34
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Cult Member |
Joined: 16-Aug-2008 Posts: 654
From: Germany | | |
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| @Daf
Respect.
BTW, I didnt remember that Gloom had such a nice artwork. Looks very good when rendered in higher quality.
_________________ -- Author of HD-Rec, Sweeper, Samplemanager, ArTKanoid, Monkeyscript, Toadies, AsteroidsTR, TuiTED, PosTED, TKPlayer, AudioConverter, ScreenCam, PerlinFX, MapEdit, AB3 Includes and many more... Homepage: http://www.hd-rec.de |
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wawa
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Re: Gloom Remake Posted on 15-Sep-2010 22:09:43
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Elite Member |
Joined: 21-Jan-2008 Posts: 6259
From: Unknown | | |
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| @Dafs
for me its difficult to say how hard w3d port might be, if you are willing to hand over the source i might notify alain thellier, the author of wazp3d about it , his ideas seem similar to yours so this example might interest him as a proof of concept. he means ogl or mesa for that matter ire overblown and unoptimized monsters. here he made two posts, but stays usually ouuta forums: http://www.natami.net/knowledge.php?b=3¬e=25740&x=1 from my pov the existing opengl implementation on os3.x has most if not all of functionality you need, but then a stright w3d port would be faster of course. Last edited by wawa on 15-Sep-2010 at 10:10 PM.
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Dafs
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Re: Gloom Remake Posted on 21-Sep-2010 18:09:30
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Member |
Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @wawa Sorry, it's to early to be handing over sources. I've been following the NatAmi, in that thread he's talking about creating a high-level api for NatAmi's 3D core. I don't think XGloom's api is a good example of this.
Should an Amiga port happen it would be fairly trivial whatever API's are available.
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Dafs
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Re: Gloom Remake Posted on 21-Sep-2010 18:12:33
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Joined: 16-Apr-2004 Posts: 47
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Rob
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Re: Gloom Remake Posted on 21-Sep-2010 19:19:34
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Joined: 20-Mar-2003 Posts: 6344
From: S.Wales | | |
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| @Dafs
Looks like it's coming along nicely. It was good to see you're retaining the Defender cabinet. |
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ChrisH
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Re: Gloom Remake Posted on 21-Sep-2010 20:09:54
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Elite Member |
Joined: 30-Jan-2005 Posts: 6679
From: Unknown | | |
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| @Dafs Looking very nice! IMHO would make more sense to try recompiling your SDL+OpenGL code for (Next Gen) Amigas, and seeing how it performs (seems doubtful it's going to be as demanding as Quake2 or Quake3, so I guess it should perform well). _________________ Author of the PortablE programming language. It is pitch black. You are likely to be eaten by a grue... |
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_Steve_
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Re: Gloom Remake Posted on 21-Sep-2010 20:35:34
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Team Member |
Joined: 17-Oct-2002 Posts: 6807
From: UK | | |
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| @Dafs
It is amazing what a difference those animated textures, and masked textures made compared to your last video. _________________ Test sig (new) |
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4-5-6
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Re: Gloom Remake Posted on 21-Sep-2010 21:20:22
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Member |
Joined: 10-Jul-2009 Posts: 35
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| @Dafs
That video looks great. Please keep up the good work. |
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Dafs
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Re: Gloom Remake Posted on 22-Sep-2010 18:57:06
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Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @Dafs
Thanks guys getting to grips with collision detection now. |
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Yssing
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Re: Gloom Remake Posted on 22-Sep-2010 21:54:18
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Super Member |
Joined: 24-Apr-2003 Posts: 1084
From: Unknown | | |
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| @Dafs
Have you made a level editor as well? _________________
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NutsAboutAmiga
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Re: Gloom Remake Posted on 23-Sep-2010 0:10:05
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Elite Member |
Joined: 9-Jun-2004 Posts: 12795
From: Norway | | |
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Dafs
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Re: Gloom Remake Posted on 23-Sep-2010 1:39:38
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Member |
Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @Yssing
No, I made a few tools to determine the level format but nothing you could call an editor. Level editing can be done using the existing amiga tools. I think I'll build an editor into the engine itself, that way, wherever xgloom goes so does the editing tools. |
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xeron
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Re: Gloom Remake Posted on 23-Sep-2010 6:29:26
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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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| @NutsAboutAmiga
Actually, afxgroup tried something which seems to give a better benchmark for specific operations in SDL, but those changes mostly just break it. It is not known if it is a valid optimisation at all at this time. _________________ Playstation Network ID: xeron6 |
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Panthro
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Re: Gloom Remake Posted on 23-Sep-2010 7:15:11
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Regular Member |
Joined: 31-May-2006 Posts: 392
From: Unknown | | |
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| looks sweet cant wait to have a fiddle.
a sandbox editor would be great!! _________________
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-Sam-
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Re: Gloom Map Specs Posted on 23-Sep-2010 13:48:36
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Elite Member |
Joined: 18-Apr-2003 Posts: 3035
From: Yorkshire Dales, United Knigdom | | |
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| @ddni
Quote:
John Girvin did some work on nice Gloom levels. |
Huh? 4096 colour Gloom? I thought that Gloom AGA was just 256 colour stills and either that or less in the engine. They are not HAM screens in game and I think the stills are 256 colour.
Otherwise it reads as though Gloom Deluxe had less colours - I had both and know this is nonsense._________________ Sam |
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salass00
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Re: Gloom Map Specs Posted on 23-Sep-2010 13:53:38
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Elite Member |
Joined: 31-Oct-2003 Posts: 2707
From: Finland | | |
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| @-Sam-
Early versions of Gloom used fake chunky copper display method which allows for 4096 colors display (it has nothing to do with HAM though) but much lower resolution. Another game that used fake chunky copper display was the 1st Alien Breed 3D game. |
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Hattig
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Re: Gloom Map Specs Posted on 23-Sep-2010 14:08:39
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Regular Member |
Joined: 11-Mar-2003 Posts: 340
From: Cambridge, UK | | |
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| @salass00
How does the fake chunky copper method work? Redefining the colour palette for each pixel?
I'd like to see this Gloom remake on Android. |
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