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/  Forum Index
   /  Amiga Gaming
      /  Gloom Remake
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PosterThread
wawa 
Re: Gloom Remake
Posted on 14-Sep-2010 0:38:37
#41 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@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 
Re: Gloom Remake
Posted on 14-Sep-2010 0:55:04
#42 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

@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 
Re: Gloom Remake
Posted on 14-Sep-2010 5:38:51
#43 ]
Cult Member
Joined: 25-Dec-2007
Posts: 724
From: Uppsala, Sweden

@Dafs

Very nice!! Good work!

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Wanderer 
Re: Gloom Remake
Posted on 14-Sep-2010 7:42:34
#44 ]
Cult Member
Joined: 16-Aug-2008
Posts: 654
From: Germany

@Daf

Respect.

BTW, I didnt remember that Gloom had such a nice artwork. Looks very good when rendered in higher quality.


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wawa 
Re: Gloom Remake
Posted on 15-Sep-2010 22:09:43
#45 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@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 
Re: Gloom Remake
Posted on 21-Sep-2010 18:09:30
#46 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

@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 
Re: Gloom Remake
Posted on 21-Sep-2010 18:12:33
#47 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

New video posted on youtube.

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Rob 
Re: Gloom Remake
Posted on 21-Sep-2010 19:19:34
#48 ]
Elite Member
Joined: 20-Mar-2003
Posts: 6344
From: S.Wales

@Dafs

Looks like it's coming along nicely. It was good to see you're retaining the Defender cabinet.

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ChrisH 
Re: Gloom Remake
Posted on 21-Sep-2010 20:09:54
#49 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@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).

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_Steve_ 
Re: Gloom Remake
Posted on 21-Sep-2010 20:35:34
#50 ]
Team Member
Joined: 17-Oct-2002
Posts: 6807
From: UK

@Dafs

It is amazing what a difference those animated textures, and masked textures made compared to your last video.

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4-5-6 
Re: Gloom Remake
Posted on 21-Sep-2010 21:20:22
#51 ]
Member
Joined: 10-Jul-2009
Posts: 35
From: Unknown

@Dafs

That video looks great. Please keep up the good work.

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Dafs 
Re: Gloom Remake
Posted on 22-Sep-2010 18:57:06
#52 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

@Dafs

Thanks guys getting to grips with collision detection now.

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Yssing 
Re: Gloom Remake
Posted on 22-Sep-2010 21:54:18
#53 ]
Super Member
Joined: 24-Apr-2003
Posts: 1084
From: Unknown

@Dafs

Have you made a level editor as well?

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NutsAboutAmiga 
Re: Gloom Remake
Posted on 23-Sep-2010 0:10:05
#54 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12795
From: Norway

@Dafs

I love to see this game remade.

Kas1e is optimizing SDL, and showing signs of speeding it up 400% whit software surfaces, 2 x faster whit hardware surfaces for AmigaOS4.

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Dafs 
Re: Gloom Remake
Posted on 23-Sep-2010 1:39:38
#55 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

@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 
Re: Gloom Remake
Posted on 23-Sep-2010 6:29:26
#56 ]
Elite Member
Joined: 22-Jun-2003
Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

@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.

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Panthro 
Re: Gloom Remake
Posted on 23-Sep-2010 7:15:11
#57 ]
Regular Member
Joined: 31-May-2006
Posts: 392
From: Unknown

looks sweet cant wait to have a fiddle.

a sandbox editor would be great!!

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-Sam- 
Re: Gloom Map Specs
Posted on 23-Sep-2010 13:48:36
#58 ]
Elite Member
Joined: 18-Apr-2003
Posts: 3035
From: Yorkshire Dales, United Knigdom

@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.

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salass00 
Re: Gloom Map Specs
Posted on 23-Sep-2010 13:53:38
#59 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@-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 
Re: Gloom Map Specs
Posted on 23-Sep-2010 14:08:39
#60 ]
Regular Member
Joined: 11-Mar-2003
Posts: 340
From: Cambridge, UK

@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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