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Massi 
Re: Updated Alien Breed 3D 2
Posted on 27-Nov-2022 15:32:38
#181 ]
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Joined: 2-Feb-2011
Posts: 627
From: Rome, Italy

@Karlos

Yes refactoring is the key word.

Would a translation to C be of help for the understanding ?

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 27-Nov-2022 16:49:30
#182 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Massi

Personally, I want to begin to rewrite the asset management side in C code once it's all disentangled. This is where most of the crashy bugs tend to be, but equally, longer term I want to make the game more moddable.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 4-Dec-2022 13:41:46
#183 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

Sneak preview of the WIP overhaul of Level A. Note that some area are not lit or textured properly yet, no new monster placements etc.

Don't watch if you're intending to play it. https://youtu.be/ryQ7PCtiJ8I

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pixie 
Re: Updated Alien Breed 3D 2
Posted on 4-Dec-2022 23:08:31
#184 ]
Elite Member
Joined: 10-Mar-2003
Posts: 3120
From: Figueira da Foz - Portugal

@Karlos

This seems way closer to quake then it is to Doom

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 4-Dec-2022 23:50:46
#185 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@pixie

Well unlike Quake it's most assuredly 2.5D, like Doom. It's more accomplished than Doom in a number of ways, e.g. support for upper and lower room zones, transparency, bumpmapped water, vector models, Gouraud shading, lightsourced bitmaps. And yet it was oddly deficient in other ways, e.g. only 4 sprite directions.

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Massi 
Re: Updated Alien Breed 3D 2
Posted on 5-Dec-2022 5:15:35
#186 ]
Cult Member
Joined: 2-Feb-2011
Posts: 627
From: Rome, Italy

@Karlos

Back in the days I had more interest for the game Breathless, because it was an Italian project.

And if I remember well its source code is available on Aminet, perhaps an idea for comparisons implementation wise.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Dec-2022 7:53:50
#187 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Massi

Pipper also has a buildable version of that on GitHub too

See: https://github.com/mheyer32/Breathless

The sources are very clean but the engine is quite different. It's closer to a raycaster, albeit one with variable height rooms.

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Amiboy 
Re: Updated Alien Breed 3D 2
Posted on 5-Dec-2022 17:29:52
#188 ]
Super Member
Joined: 21-Dec-2003
Posts: 1056
From: At home (probably)

@Karlos

Looks great

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V8 
Re: Updated Alien Breed 3D 2
Posted on 6-Dec-2022 1:40:01
#189 ]
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Joined: 30-Mar-2022
Posts: 133
From: Unknown

@Karlos

That looks amazing. Well done!

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Hypex 
Re: Updated Alien Breed 3D 2
Posted on 6-Dec-2022 12:10:27
#190 ]
Elite Member
Joined: 6-May-2007
Posts: 11204
From: Greensborough, Australia

@Karlos

Didn't know Breathless was open sourced.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 6-Dec-2022 18:08:38
#191 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Hypex

One issue I had with breathless, that also applies to AB3D 2 is just how grey it is. Chunky copper screen emulation games were so much more vibrant, even if they did have lollipop pixels. The price you paid for spatial resolution was colour depth. Notable exception with Genetic Species in RTG 24 bit mode.

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Massi 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 4:31:58
#192 ]
Cult Member
Joined: 2-Feb-2011
Posts: 627
From: Rome, Italy

@Karlos

Keep up the excellent work !

Do you run it on a real Commodore Amiga (in your videos) ?
Which setup ?
How about a version of AB3D2 tailored for Vampire ?

With regards to Breathless I remember the coder (Alberto Longo, ciao) really pushed the Amiga to its limits providing optimizations also for hi-end CPUs.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 7:54:16
#193 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Massi

Just to clarify, getting the engine working and building is all pipper's hard work. I'm just contributing to it with refactoring and whatever small fixes/optimisations I can. Most of my effort has been in updating the actual game assets and levels.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 12:53:35
#194 ]
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Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Massi

Forgot to say. The recordings have been in UAE because my current machines are not in working state. However the mod was developed back in the late 90s on a 25MHz 040 with 16MB ram and was generally played at the 2/3 screen size comfortably.

The current build uses Kalm's c2p routines which are about as efficient as you'll get. I've personally replaced many signed integer division instructions with muls/asr (which should be significantly faster for 060) replacements in the projection code and during refactoring fixed many data alignment issues (mostly 32-bit values on 16 bit boundaries).

However on 020/030, the current build turns off some cache freezing tricks that we may want to reintroduce.

Nevertheless I'm told the game is now playable on 030/50 in fullscreen.

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utri007 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 16:40:49
#195 ]
Super Member
Joined: 12-Aug-2003
Posts: 1074
From: United States of Europe

@Karlos

Is there any possibility to ECS version or RTG?

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 21:48:52
#196 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@utri007

RTG is on my wishlist and should be achievable by the time all the drawing bugs are fixed. But I don't just want 8-bit RTG, I want a true RGB mode. The game currently calculates different brightnesses for texels when shading and these have to be mapped back to the nearest palette index by various tables. An RGB version could skip that part.

As for OCS/ECS. It's possible but I think unlike games that have relatively simple constant colour lighting, it wouldn't translate.

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pixie 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 21:52:09
#197 ]
Elite Member
Joined: 10-Mar-2003
Posts: 3120
From: Figueira da Foz - Portugal

@Karlos

I was under the impression there was already a patch for RTG.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 7-Dec-2022 21:55:32
#198 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@pixie

There was, but the source is unavailable.

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Massi 
Re: Updated Alien Breed 3D 2
Posted on 8-Dec-2022 4:58:34
#199 ]
Cult Member
Joined: 2-Feb-2011
Posts: 627
From: Rome, Italy

@Karlos

Are there specific optimizations to take advantage of the cpu caches say on 040 / 060 ?

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 8-Dec-2022 8:07:33
#200 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Massi

No. Only in the replacement c2p code. The code is still very much 020. As Im tidying I'm slowly realigning all the data. There are many misaligned 32 bit values, for example. Global data blocks that looks like it should be always hot, I've realigned to 16 bytes but it's pretty much a stab in the dark.

Once the code is tidier I'm intending to begin a more detailed analysis. As it is, it's quite difficult to read.

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