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kas1e
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Re: Gloom Remake Posted on 23-Sep-2010 14:37:33
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Elite Member |
Joined: 11-Jan-2004 Posts: 3549
From: Russia | | |
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| @NutsAboutAmiga
Quote:
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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Its not i am , its AfxGroup do. I only test it and nothing more :) And those benchmarks are pretty possible that wrong._________________ Join us to improve dopus5! zerohero's mirror of os4/os3 crosscompiler suites |
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ChrisH
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Re: Gloom Map Specs Posted on 25-Sep-2010 9:21:54
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Joined: 30-Jan-2005 Posts: 6679
From: Unknown | | |
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| @Hattig Quote:
How does the fake chunky copper method work? Redefining the colour palette for each pixel? |
Yes, I think something like that, although I have no idea of the details:
Even on an A500 (with OCS/ECS) you could have a background picture shown on the Workbench using the copper, but the "picture pixels" were several pixels wide (like 4 or 8 or something). On an A1200 (with AGA) the copper seems to be able to be faster, so it could change the colour every couple of (low-res) pixels, allowing you to fake a (160x128) chunky display.Last edited by ChrisH on 25-Sep-2010 at 09:22 AM.
_________________ Author of the PortablE programming language. It is pitch black. You are likely to be eaten by a grue... |
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xeron
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Re: Gloom Map Specs Posted on 25-Sep-2010 10:02:43
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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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| @ChrisH
No, copper writes to colour registers are still far too slow for decent resolution on AGA. The trick to "copperscreen" is to have a horizontal gradient from colour 0 to colour 255, then as the rasterbeam gets to the right hand edge of the gradient on each line, you use the copper to set up the colours for the next scanline of graphics. _________________ Playstation Network ID: xeron6 |
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ChrisH
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Re: Gloom Map Specs Posted on 25-Sep-2010 10:07:23
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Joined: 30-Jan-2005 Posts: 6679
From: Unknown | | |
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| @xeron That's one awesome trick . _________________ Author of the PortablE programming language. It is pitch black. You are likely to be eaten by a grue... |
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Hattig
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Re: Gloom Map Specs Posted on 27-Sep-2010 18:12:44
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Regular Member |
Joined: 11-Mar-2003 Posts: 340
From: Cambridge, UK | | |
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| @xeron
You can redefine 256 palette entries in that time? Neat.
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Daniel
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Re: Gloom Remake Posted on 27-Sep-2010 20:08:36
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Regular Member |
Joined: 6-Mar-2010 Posts: 239
From: Unknown | | |
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| @Dafs
Looks like a cool project. Gloom was a great game in its own right unlike some of the other Doom clones. |
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xeron
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Re: Gloom Map Specs Posted on 27-Sep-2010 21:50:10
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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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| @Hattig
Actually I don't think you can do a full 256 pixel wide display (i'm not sure), but you have from the pixel to the right of the previous scanline until the last few pixels of the current scanline to get your new palette in. _________________ Playstation Network ID: xeron6 |
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Petah
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Re: Gloom Map Specs Posted on 27-Sep-2010 22:04:04
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Regular Member |
Joined: 10-Mar-2003 Posts: 432
From: EU <3 ❤️ | | |
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| Quote:
Even on an A500 (with OCS/ECS) you could have a background picture shown on the Workbench using the copper |
Screenshots or it didn't happen ._________________ That'll Put Marzipan In Your Pie Plate, Bingo 💻 Pro-Amiga, 🌍 Pro-Globalism, 🍅 Pro-Vegan, 🛦 Pro-NATO & 🇪🇺 Pro-Joint EU Defense Intervention Initiative |
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Yssing
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Re: Gloom Map Specs Posted on 6-Dec-2010 23:40:28
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Super Member |
Joined: 24-Apr-2003 Posts: 1084
From: Unknown | | |
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| Any updates??? :) _________________
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Dafs
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Re: Gloom Map Specs Posted on 27-Dec-2010 19:36:57
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Joined: 16-Apr-2004 Posts: 47
From: UK | | |
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| @Yssing
Sorry for late reply.
Added wall->player collision. Found a method for doing Gloom-like subtractive fog without using shaders, does require OpenGL 1.4 extensions though. Added Gloom picture loading and some front-end stuff. Set up an amiga cross-compiler. Haven't tried compiling X-Gloom yet.
Unfortunately I haven't had a whole lot of free time and the gaming bug hit around November and have been somewhat distracted by Call of Duty.
I'll make it my new years resolution to use my evenings a bit more productively.
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Plaz
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Re: Gloom Map Specs Posted on 28-Dec-2010 1:06:35
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Super Member |
Joined: 2-Oct-2003 Posts: 1573
From: Atlanta | | |
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| @Dafs
Your vids look great and it's cool to see those maps re-rendered. Hope you're able to keep the project going.
Plaz |
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eliot
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Re: Gloom Map Specs Posted on 29-Dec-2010 9:33:33
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Member |
Joined: 28-Dec-2010 Posts: 10
From: Unknown | | |
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| Really cool project. If you are using OpenGl 1.4 it should compile on MorphOs too.
Gloom Deluxe is my favorite Amiga first person shooter (besides Nemac 4 CDRom version).
Good luck!
regards eliot |
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pavlor
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Re: Gloom Map Specs Posted on 29-Dec-2010 9:36:59
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Elite Member |
Joined: 10-Jul-2005 Posts: 9578
From: Unknown | | |
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| @eliot
Welcome! |
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eliot
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Re: Gloom Map Specs Posted on 28-Jul-2011 14:55:38
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Joined: 28-Dec-2010 Posts: 10
From: Unknown | | |
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| @Dafs
Any news? Can i access the source code? Perhaps i can help you and doing the morphos port?! Do you use any svn repo?
regards eliot Last edited by eliot on 28-Jul-2011 at 02:58 PM.
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Jupp3
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Re: Gloom Map Specs Posted on 28-Jul-2011 15:26:42
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Super Member |
Joined: 22-Feb-2007 Posts: 1225
From: Unknown | | |
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| @eliot
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Any news? Can i access the source code? Perhaps i can help you and doing the morphos port?! Do you use any svn repo? |
I might be able to help aswell. In addition, I have quite a bit of OpenGL experience, so I might be able to help with some things.
Not too much free time though... |
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Arko
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Re: Gloom Map Specs Posted on 29-Jul-2011 5:56:34
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Super Member |
Joined: 17-Jan-2007 Posts: 1989
From: Unknown | | |
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| @Jupp3
According to Daf's answeres he used no OpenGL _________________ AmigaONE. Haha. Just because you can put label on it does not make it Amiga.
I borrowed this comments from here (#27 & #28): http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=38873&forum=2&start=20&order=0 |
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eliot
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Re: Gloom Map Specs Posted on 29-Jul-2011 7:20:18
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Member |
Joined: 28-Dec-2010 Posts: 10
From: Unknown | | |
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| @Arko
According to Daf's answers, he is using OpenGl 1.4 and SDL.
regards eliot |
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