Oh, but it did also occur to me that I could create a convex-sector
and vertical portal Wolfenstein-type thing for just an extra couple of
multiplies per vertex. That'd mean you could use vectors to draw the
outlines of walls but everything would be clipped so that there was no
ability to see
Thomas Harte wrote:
Oh, but it did also occur to me that I could create a convex-sector
and vertical portal Wolfenstein-type thing for just an extra couple of
multiplies per vertex.
Then maybe use coherence stuff to produce a filled display,
so you're mostly just extending or shrinking
Most of my thinking was just that if the left and right clip planes
were freely positionable rather than hardwired to be at x = ±z then
portal rendering would be extremely cheap. So if you're in a convex
room A, which has one 'wall' W that is actually a doorway to convex
room B then you can draw
Thomas Harte wrote:
I think I'm running out of optimisation ideas now, which is not to say
that there aren't any, just that I haven't had them yet and may never
have them. So it's time to start implementing an actual game.
Anything in mind at this stage for a game, and how feesible would it be
Sorry! Gmail identified this message and, so far, this message only as
spam. So I haven't seen it until today...
The only slight problem is that I'm dividing one fixed point 8.8
number by another, not one 8 bit number by another. Apart from having
either a very coarse z-axis or a very short one,
Sent: 30 May 2008 17:56
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
You can also import comet source directly into Jam Assembler from a SAM disk
image or file.
Dave
Jam Assembler download http://myweb.tiscali.co.uk/stoneddesign
- Original Message -
From: Andrew
PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Saturday, June 07, 2008 11:23 AM
Subject: RE: Attempts at 3d on the Sam? OT Jam Assembler
Anyone else getting an error when compiling?:
Error: C:\JAM\O3D\OPENsource.s: Memory overflow! At Line 42
This points to an include into the last page of my project
I think I might have read that one while researching - the one in
which the argument is basically Wolfenstein 3d must be possible
because all the individual parts of the engine are simple versus
scrolling the screen is even more simple, but the Sam doesn't seem to
have the horsepower for that?
At
Thomas wrote:
I've submitted to Colin a tiny little demo of the 'engine' up to the
point of the most recent youtube video and it is my current
understanding that it'll be on the disk with Sam Revival 22.
Yeap, that'll feature on the coverdisk with 22, along an article from
Thomas. The
I'm amused... was just doing a search for some old friends on Google, and lo
and behold... we were talking about trying to get a good 3D renderer going back
in 1995.
Some things never change ;-)
Si
-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
I have nothing particularly interesting or new to say, but I've just
uploaded a couple more videos of my engine if anyone is interested.
One shows the current code running on a real Sam both with and without
a Mayhem accelerator
Talking about division through multiplication and a table lookup, On Tue, 3
Jun 2008 08:28:21 -0700, Simon Cooke [EMAIL PROTECTED] wrote:
Never implemented it, but the principle is sound. It's not tremendously
different to a reciprocal table.
I never implemented it on z80 but I did do the same
, is the same as division.
Si
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: Thursday, May 29, 2008 4:34 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
I have 0.82 from NVG, though I've not strictly speaking been
@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
I have nothing particularly interesting or new to say, but I've just
uploaded a couple more videos of my engine if anyone is interested.
One shows the current code running on a real Sam both with and without
a Mayhem accelerator (thanks to Colin
@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I enquire as to what form they were intended to take?
I briefly contemplated a lookup table, indexed by 15 bit
@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
I have nothing particularly interesting or new to say, but I've just
uploaded a couple more videos of my engine if anyone is interested.
One shows the current code running on a real Sam both with and without
a Mayhem accelerator (thanks
On 30 May 2008, at 00:33, Thomas Harte wrote:
Did you produce any demos with Open3d that I could just load up and
view, without having to assemble? I didn't own COMET back in the
day, don't have a way to transfer disks to disk images anyway, and
World of Sam lists it as not yet approved
- Original Message -
From: Andrew Collier [EMAIL PROTECTED]
Edwin - i would it be okay by you, if I enable the download on WOS as
well?
Go ahead you have my permission.
Edwin
On Fri, May 30, 2008 at 03:11:07PM +0200, Edwin Blink wrote:
Edwin - i would it be okay by you, if I enable the download on WOS as
well?
Go ahead you have my permission.
Thanks!
The Comet page on WOS has been duly updated.
Cheers,
Andrew
--
--- Andrew Collier
Subject: Re: Attempts at 3d on the Sam?
On 30 May 2008, at 00:33, Thomas Harte wrote:
Did you produce any demos with Open3d that I could just load up and
view, without having to assemble? I didn't own COMET back in the day,
don't have a way to transfer disks to disk images anyway, and World
PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 27 May 2008 14:16
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I
: Attempts at 3d on the Sam?
Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I enquire as to what form they were intended to take?
I briefly contemplated a lookup table, indexed by 15 bit depth (my
: Attempts at 3d on the Sam?
Thomas Harte wrote:
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter for
the PC, my thoughts have inevitably turned to 3d on the Sam, even if
it means a Freescape-style non-realtime
- it let me run around some blocks and stuff. I'll
see whether anything's still working with it.
Howard
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 09 April 2008 23:45
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
I
[EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Tuesday, April 08, 2008 3:35 PM
Subject: Attempts at 3d on the Sam?
Hi,
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter for
the PC, my thoughts have
I'd not seen that demo previously. What is it using all that memory
for? From the description of the tables being pretty easy to generate,
it makes it sound like some of the 3d positioning is precalculated,
but then he seems to think that he'd be able to save a lot of memory
if he didn't
Guys, please be realistic. 3D on Sam sucks.
/---
Aley
--
- Original Message -
From: Thomas Harte [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Tuesday, April 08, 2008 3:35 PM
Subject: Attempts at 3d on the Sam
Message - From: Thomas Harte [EMAIL PROTECTED]
To: sam-users@nvg.ntnu.no
Sent: Tuesday, April 08, 2008 3:35 PM
Subject: Attempts at 3d on the Sam?
Hi,
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter for
the PC
You know that mayhem will open a few new possibilities ;)
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Harte
Sent: 10 April 2008 00:00
To: Adrian
Subject: Re: Attempts at 3d on the Sam?
I don't see how a Freescape-style engine for the Sam
Hi,
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter for
the PC, my thoughts have inevitably turned to 3d on the Sam, even if
it means a Freescape-style non-realtime display. I'm therefore curious
about
Thomas Harte wrote:
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter for
the PC, my thoughts have inevitably turned to 3d on the Sam, even if
it means a Freescape-style non-realtime display.
Cool!
besides
Well I'll certainly have to consider investing in some back issues of
Sam Revival. I'm pretty confident that I just bought one of your old
Sam's on eBay, so I'm suddenly with a real machine again, at least
temporarily. Though I think I'm going to have to contact you privately
concerning
Thomas wrote:
like only using 4 colours and using
palette switching so that the frame buffer only needs to be 'cleared'
every fourth frame. Or only a quarter needs to be cleared each frame,
if you prefer.
What I did on Stratosphere to clear the previous frame was to draw over the
previous set
:[EMAIL PROTECTED] On
Behalf Of Colin Piggot
Sent: 08 April 2008 14:59
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?
Thomas Harte wrote:
I've just discovered pyz80 and am having a fresh bash at some Sam
projects. As I'm simultaneously working on a Freescape interpreter
Howard wrote:
Still fascinated by the subject. After many many wasted hours fiddling
around with routines, I can see that realtime updated 3D on the SAM is
possible, but haven't got the brainpower to finish off my buggy work...
I remember you released your Open3D disk on your website many
My original Sam only had 256K. And it really annoyed me later on when
half the stuff on Fred wouldn't work, without warning. I think
Gamesmaster programs were the worst offenders — you'd get the game
clearly working, but with a bunch of monotone grey blocks moving
around instead of the
On 8 Apr 2008, at 14:35, Thomas Harte wrote:
I know there are some demos with bits of 3d graphics, but I figure
that spending 256 kb on getting the fastest possible rotating cube
isn't a helpful guide.
I assume you're referring to Marc Broster's Dead Wild Cat demo on
Fred 50, here?
In
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