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Dread Ep 08 - "Doom" clone for Amiga 500 - Total Graphics Replacement 

KK/Altair
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12 авг 2024

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Комментарии : 352   
@bearisland638
@bearisland638 3 года назад
Man... it makes a DIFFERENCE.
@KKAltair
@KKAltair 3 года назад
Thanks! :) It does! :) And the most fun consequence is that we'll be able to double amount of textures and object types (including monsters) in a level.
@RetroDavePlunder
@RetroDavePlunder 3 года назад
This is incredible, you guys are so good at inventing magic tricks that seemingly noone had thought before, but make complete sense even to a non coder and one has to wonder why nobody came up with them and used them in the many Amiga commercial FPS games in the early nineties. If Dread came out in 1993 for my A500 1mb, my SNES and Genesis owning schoolmates would have crapped their pants in envy
@KKAltair
@KKAltair 3 года назад
I have played the Citadel and Death Mask back then, so I know exactly what you mean. And that's what motivates me to keep at this project.
@valenrn8657
@valenrn8657 3 года назад
For Amiga's main western European market, SNES's release was in 1992 just like Amiga 1200/4000's release year. Stock Amiga 1200's doom clones such as Gloom and Fears has several major issues 1. Run poorly e.g. Gloom, Fears, Citadel 2. Doesn't look like Doom e.g. greenish color Gloom, Citadel. 3. Bad gameplay e.g. Fears. A1200 needs Fast RAM to speed up Gloom and Fears. Citadel is too slow for A1200 with Fast Ram. Doom clone's frame rate performance on stock A1200 needs to be SNES's Doom port level. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MsUG8gd_zpU.html Without Fast Ram, 68EC020 CPU is like 7 Mhz with a 32-bit bus when sharing the memory bus with AGA. The stock Amiga 1200's CPU wasn't 4X over Amiga 500's CPU which is shown in SysInfo's benchmark. AGA wasn't designed without Fast RAM. Dread on stock A1200 was claimed to run >20 fps range which is smoother than Gloom and Dread has "look-n-feel" like Doom. Most of the Doom clones on the Amiga need at least Fast Ram or 68030 @25 Mhz with a Fast Ram, but Commodore didn't release official SKUs such as A1200 with Fast Ram, A1200/68030 with Fast RAM (Mac LC III competitor), and A1200/68LC040 with Fast RAM (Quadra 605 competitor with $1000 entry price). The official Mac 68k Doom port needs a 68040 class CPU as a system requirement and Apple has prepared for it with Quadra 605 competitor with a $1000 entry price in H2 1993. Commodore was selling $400 68040 board as the price difference between A3000T/030 and A3000T/040, hence $780 A1200 with 68LC040 + 4MB Fast RAM official SKU could have been released to compete against H2 1993 era $800-$1000 486SX25/SX33 based PC. A1200 with 68LC040 + 4MB Fast RAM official SKU sets up the infrastructure for 68060 and 68LC060 since it shared the same CPU socket as 68040 which reduces the need for or delay the need for a non-68K Amiga Hombre chipset. I have A1200 with TF1260 with 68060 @63Mhz to brute force run Amiga's Doom clones, just I have done with Pentium 150 for PC Doom type games. Good Doom clones like Dread for A500 and A1200 would have countered SNES's SuperFX official Doom port PR at the lower price segment. Commodore was pincer attacked by SNES from the bottom and H2 1993 era $800-1000 486SX PCs from the top. Apple's Quadra 605 countered H2 1993 era $800-1000 486SX PCs, hence giving time for Apple's PowerPC transition.
@peterleatherland5850
@peterleatherland5850 3 года назад
@@valenrn8657 I always thought there was a gap in the Amiga range which the PCs of the Doom era seemed to fill. I had an A500 then got an Escom A1200 for £400 which considering what it could do work wise was amazing compared to a PC (which didn't exist at that price) but there was nothing until the A4000 which was megabucks. Something in the mid range with an 040 or fast 030 and proper marketing behind it would have worked. And perhaps a 2 years before Escom!
@valenrn8657
@valenrn8657 3 года назад
@@peterleatherland5850 From USA's Amiga World Magazine (November 1993), page 58 of 100, Price listed in USD in November 1993 A1200/020, 2MB, price $379 A3000/030 at 25Mhz, 5MB, 105HD, price $899 A3000T/030 at 25Mhz, 5MB, 200MB HDD, price $1199 A3000T/040 at 25Mhz, 5MB, 200MB HDD, price $1599 A4000/030 wasn't priced competitive against Apple's Quadra 605. A3000/030 wasn't priced competitive against Apple's Quadra 605. A3000/A4000 could be cost reduced by not including the Zorro III bus board. Escom A1200 for £500 includes HDD. A3000s are missing the AGA chipset, hence it could NOT duplicate VGA 13h mode. A3000s already has 32-bit Chip Ram which is wasted by 16 bit ECS. Lisa (32 bit, 4X fetch rate over Denise) and Alice (still 16 bit with twice the speed) are new AGA chips. Apple's Quadra 605 motherboard is built like a low-cost CD32/A1200's motherboard with a 68LC040 CPU and RAM slots.
@valenrn8657
@valenrn8657 3 года назад
@@peterleatherland5850 FYI, PC Zone (UK) October 1993, page 111 of 134 shows the following PC 486SX25 at £699 with 4MB RAM, SVGA 24 bit color 1MB, 14 inch SVGA monitor, 84 MB HDD. PC 486DX33 at £969 with 4MB RAM, VESA bus Cirrus Logic 1MB SVGA, 14 inch SVGA monitor, 170 MB HDD. Amiga Format, October 1993, page 48 of 190 shows, A4000/030 with 4MB fast ram and 80MB HDD is priced at £989, but 68030 is an 80386DX class CPU. BOM cost for 68EC020 at 14 Mhz and 68020 at 28 Mhz is the same i.e. the same chip. 68020 and 68030 have similar instructions per cycle performance. My Dad's computer budget is equivalent to £900 in 1993. We pay in AUD which is partly linked to USD. My Dad paid about $800 AUD for ex-corp A3000/030 at 25Mhz (with 1 MB chip + 1 MB fast ram and 120 MB HDD, later upgraded to 4MB ZIP fast ram + 2 MB chip ram configuration) after trading our A500 rev 6a 1MB in early 1992. In late 1993, my Dad purchased 386DX33 with fast ET4000 SVGA.
@lecturesalternatives8421
@lecturesalternatives8421 3 года назад
27:12 the ceiling shape is next level stuff. I really didn't expect the game to showcase that kind of architectural detail. Even if the framerate suffers.
@KKAltair
@KKAltair 3 года назад
Thanks! :) The striped texture made ma consider such fun uses here. And performance still stays at about 10 FPS, which is acceptable.
@MarkKaminari00
@MarkKaminari00 9 месяцев назад
@@KKAltair But these sprites that you made, do they have only one movement from the front ? Or do they ?
@KKAltair
@KKAltair 9 месяцев назад
@@MarkKaminari00 Yes, but mostly due to RAM limits.
@MarkKaminari00
@MarkKaminari00 9 месяцев назад
@@KKAltair ah ok, well if you think about it, wolf3d also had the exact same thing, only the bosses though. I honestly don't mind that they have this feature though, it gives me the impression that any minute now, they want to cut you off.
3 года назад
I can't believe my eyes, really. All this on a plain A500? Incredible!
@closefm
@closefm 3 года назад
0:59 Have I just saw the stairs?!! It’s amazing! And it’s really the thing that makes Doom looks like Doom. Finally! Real multilevel engine on Amiga. Guys, you are awesome! Just can’t wait to see the final product.
@craigix
@craigix 3 года назад
Oh yeah, good catch!
@KKAltair
@KKAltair 3 года назад
Yes. Prototyping new stuff. Stairs were my goal from the very beginning. I just didn't want to take more than I can eat at first, but now? Why not!
@RAVE_GHETTO_BLASTER
@RAVE_GHETTO_BLASTER 3 года назад
@@KKAltair Yeah - stairs! Amazing! Godlike! Sega Genesis and Amiga are comparable in hardware terms. Technically is it possible to port Dread to Mega Drive/Genesis? Dread looks far better than Doom on SNES with 20mhz FX DSP Chip.
@thomasboisse605
@thomasboisse605 3 года назад
WOW just WOW !!!!! Damm this looks so much more detailed now. I CAN´T wait to finaly play this.
@warci
@warci 3 года назад
you guys are absolute masters at your craft. The skill of combining art + design + technology is what makes building something for this old machine so impressive. Really enjoy you showing us the development process as well!
@SylkaChan
@SylkaChan 3 года назад
I can't wait for this! It looks perfect so far.
@lechistanskiswit320
@lechistanskiswit320 3 года назад
TOO GOOD TO BE TRUE!!! 19/10 Can't imagine what those GODS would do with next-gen machine like A1200 AGA 2MB.
@oq5u7BXc
@oq5u7BXc 3 года назад
This coder is a serious hardcore dude. He made something what nobody did before and nobody thought it is possible to do on such kind of hardware. His brain and life shoud be studied ;) Seriously, extraordinarily outstanding job guys.
@KKAltair
@KKAltair 3 года назад
Hehe... Thanks! :)
@jakubhusak1624
@jakubhusak1624 3 года назад
Well, I have coded one game on A500 (it has been lost) that used extensively blitter to emulate some "textmode" features known from older computers (speed). I thought that this would be possible to speed up 3d games with help of blitter, but KK DID IT! ThumbsUp KK!
@KKAltair
@KKAltair 3 года назад
@@jakubhusak1624 Actually, Blitter is used here only for chunky 2 planar. Everything else is done on CPU.
@pavelpuchala5924
@pavelpuchala5924 Год назад
@@KKAltair 😮 I really don't understand a thing, how it is done! Hat down! Probably you must have a different brain than all other people. 🤔
@h.h.2198
@h.h.2198 2 года назад
Your work is absolutely amazing. When I imagine how doom looks for the 3DO your game for the Amiga500 is a masterpiece. If you had produced this game in the early 90ies, you would have been billionares today!
@32Bits
@32Bits 3 года назад
The new textures and objects look Amazing! I'm a big fan of the the Explosions!!! That Doubling trick is one of those things that looks like voodoo but when you explain it makes so much sense. it really does make a big difference. Thank you (all) for taking the time to share the development progress and process.
@imalebowski
@imalebowski 3 года назад
This is really amazing work guys. My brain is struggling to accept this is meant for an A500. Thanks so much for sharing your progress!
@tomaszstefanski5233
@tomaszstefanski5233 3 года назад
This is what happens when great minds come together and make something incredible from a scratch. I like the fact that You decided to make a new game as You deserve to be called Creators, not Modders. Quality stuff here. Incredible. I will Pay for this game as soon as it will be released but PLEASE make it a Boxes, floopy disc version to most of us, collectors.
@moarif9139
@moarif9139 3 года назад
Legendary progress, the best project in the Amiga scene going today
@KKAltair
@KKAltair 3 года назад
Thanks a lot! :)
@ilmenit
@ilmenit 3 года назад
simply incredible! Minor comment about the scrolling sky. I'd propose to keep rotation only according to player orientation, because now it breaks illusion. To explain why - if the clouds are going to the right then after turning back (180 deg) they should move to the left.
@PixelShade
@PixelShade 3 года назад
this was actually the first time I saw the sky in action. sky settings will be configurable on a per-map basis, and all of us agreed that static clouds would be better for these large clouds. Personally I would like the scroll speed to be half of what it is now, to give a better sensation of depth and space, which would also reduce repeatability... however, the image is currently hooked to the horizon, so making it half speed would break a lot. hehe, I don't know if it will be possible yet (perhaps using the autoscroll in reverse to player camera to slow it down?) . but it would be nice to be able to set scroll value for each map. depending on background.
@IsaacKuo
@IsaacKuo 3 года назад
This is awesome! I guessed the trick for boosting the perceived horizontal resolution, but I feel like it's not really accurate to say it boosts horizontal resolution. I feel like what it's truly doing is boosting the number of texture colors. Instead of each pixel-pair always having the same color, pixel-pairs may have split colors. So, I think it's more like a sort of anti-aliasing than boosting resolution. It's just that at one precise distance, this anti-aliasing effect interacts with a different aliasing effect to produce a true higher resolution. Oh, whatever. The important thing is that it looks great.
@johntsakiris3717
@johntsakiris3717 3 года назад
That "antialiasing" effect you're mentioning is how the textures are scaled as they get smaller and smaller at a distance. This has nothing to do with the resolution and it would work the same way, either the game was 2x2, 1x2 or 1x1 res (granted there's no 'mipmapping' involved with the scaling). Now Dread actually works under 2x2 resolution, but from the start KK was able to split each 2x2 logic pixel in two vertical pairs and display a "dither" half pixel in there (in an attempt to simulate more colors). What's changed now is that instead of this automatic dither we are actually displaying real texture detail (in each of the vertical pixels) hense practically doubling the percieved resolution to 1x2. So instead of seeing 160 pixels across the screen (with 2x2) you now see 320 (1x2). If you pause the video at the "doubling the resolution" part and closely compare the detail in each of two pics you'll probably see what I'm talking about. Unfortunately the video compression and upscaling here isn't doing much justice to the footage (plus the colors blend together) so it's tougher to notice. ;)
@KKAltair
@KKAltair 3 года назад
Results vary depending on scale factor. Scaling up breaks things. Scaling between 50% and 100% truly doubles the resolution. And scaling below that somewhat increases the resolution, but not keeping proper pixel sequence (it forces pairs being together).
@IsaacKuo
@IsaacKuo 3 года назад
@@KKAltair The lack of proper pixel sequence is why it's not truly increasing the resolution. It happens to work just right at 100% scaling, but at every other scaling it's not right.
@KKAltair
@KKAltair 3 года назад
@@IsaacKuo It works right for scales between 50% and 100%. That's the range where scaling never repeats pixels and skips one consecutive pixel at most. While it does not keep exact pixel width sequence, it does indeed always keep full pixel or reduces it by half. That's very close to doubling the resolution.
@IsaacKuo
@IsaacKuo 3 года назад
@@KKAltair Ah, I see what you mean. You're right, it's close enough. The same trick ought to be used vertically, now that I understand the benefit. It's like the C64 demo trick of doubling custom chars ... it's not "right" but it looks nice.
@pacpacfujishima
@pacpacfujishima 3 года назад
Looks brilliant, great update. I dare to say that the new graphics and textures are even more interesting and seemingly more detailed than those of the original Doom. Which is quite a high praise! ;)
@u9vata
@u9vata Год назад
Awsome project! For the doubling trick: Please just turn "new" off for things that are close and turn "old" for them... Basically implementing both algs and run this for long objects being sampled and run the old for close ones... Those stripes killing everyones eyes! I know what you say about mipmaps, but maybe not just doors and switches should have mipmaps, but for everything it should be "old" for close objects. (see before 8:44) Other tips: - Some doors could be made auto opened or opened through a terminal which is a sprite. This would make players not always go so close anyways. - I see heavy stripization when you fire the rocket launcher for the time the rocket is still too close to the player. I advise you put a sprite in place of the first few moments the rocket travel, then basically turn it off and start the rocket further away from the player. This would give totally smooth animation and likely would not cost memory because the sprite exists, just show it up as a hardware sprite with full size (if does not exists, maybe still best if the shot starts further and there is something handmade in its place for the first few moments of travel)
@benjaminyoris106
@benjaminyoris106 3 года назад
It's just incredible how this project is advancing. Thanks for the exciting update !
@Biter
@Biter 3 года назад
This is definitely going to be the best Amiga "doom" of all time.... in fact it already is! :)
@Negrobunker
@Negrobunker 3 года назад
Looks so good! One little detail you could add in the face animations is when you shoot a gun, the face slightly lights up. This would be a really nice effect with the chaingun...
@KKAltair
@KKAltair 3 года назад
We were using assets from FreeDoom, so that wasn't there. But it's a cool idea I'll pass to the guys.
@Jammet
@Jammet 3 года назад
The new enemy design is breathtaking! Very good work, and very smart, too! I love the "Cocademon" alterations, how it pulsates and all! I wonder if this monster will also smoothly move through vertical spaces in Dread, as it floats about in old Doom.
@PixelShade
@PixelShade 3 года назад
Thanks! I am super happy with the chaingunner, Especially the lighting and how the firing barrel lights up his body and face. Something we should do for the shotgunner as well. :) KK has a spoiler in the beginning of the video of things to come... it is possible to move objects vertically in the engine. I guess KK just need to further improve the AI. :)
@KKAltair
@KKAltair 3 года назад
He will definitely move through vertical spaces. :)
@johnnydreamwarior
@johnnydreamwarior 3 года назад
Well done dude Chuck and to the whole team . I saw the video again today and i am impressed with the knoledge of the subject. Thank you very much !!!!!
@CaptainNow2
@CaptainNow2 3 года назад
I am utterly speechless. This is just incredible work!
@KKAltair
@KKAltair 3 года назад
Wow, thank you!
@lecturesalternatives8421
@lecturesalternatives8421 3 года назад
Twice as many textures is superb news. From the bare minimum to enough to make the levels look visually coherent.
@nadeembackus2741
@nadeembackus2741 3 года назад
Another fine explanation of this amazing project , thank you!
@KKAltair
@KKAltair 3 года назад
Glad you liked it!
@CRG
@CRG 3 года назад
This is shaping up to be one of the greatest Amiga achievements ever. Everything about the new graphics looks amazing. I can't wait to see what you will do with it next.
@daishi5571
@daishi5571 3 года назад
It's been a while since the last video so I'm very happy to see some real changes. Great work all involved. The door Easter egg, is it from Reprisal Universe.
@joshhiner729
@joshhiner729 3 года назад
Yes absolutely incredible. Genius. The new textures are top notch. The new rendering is beyond belief. Great job!
@KKAltair
@KKAltair 3 года назад
Thanks a ton!
@FlopsPL
@FlopsPL 3 года назад
Wow, engine is great, but also the whole rest of game. Design and graphics of this game is incredible! Can't wait to buy collector version of this game. Excellent work guys!
@KKAltair
@KKAltair 3 года назад
Thanks a lot! :) I'm not thinking about making a boxed version yet, though. Rather make engine, toolset and let the modding community do their best.
@KasperSOlesen
@KasperSOlesen 3 года назад
Such amazing work. John Carmack said it was impossible to run Doom on an Amiga, and he even meant 030 Amigas and such, but this is running on an Amiga 500... unless I am mistaken? Just amazing how this runs so well with these graphics, animations and sounds. Mindblowing stuff.
@dowcipas3801
@dowcipas3801 3 года назад
Carmack said this but it was 30 years ago and then it was true.
@KasperSOlesen
@KasperSOlesen 3 года назад
​@@dowcipas3801 that does not make any sense. If it can run on an Amiga 500 today it could have done so 30 years ago.
@arab3k
@arab3k 3 года назад
@@KasperSOlesen Much more tricks and hardware quirks unbeknowst 30 years ago have been discovered in the mean time. Thus yes, it's possible now, but wasn't quite possible then (with the knowledge available).
@KasperSOlesen
@KasperSOlesen 3 года назад
@@arab3k true, when doing things today you have to take into account how much more information is available and how much more freely available that information often is. But I would still argue it does show that it was possible. If skilled developers had had the motivation to focus on this back then, they could have probably done this. Looking at the history of ID Software many of the successes of those developers were them developing new techniques for scrolling for platformer games, 3D effects for FPS games and such. Often it was platform specific and the ID developers were focused on DOS, and their games often never did get an Amiga port. If they had started out with Amigas, and developing for Amigas, I do believe they could have ended up with something closer to this. So I do think its mainly the hardware limitation that should be looked at. Carmack argued that even if he put his focus on it, it would not have been possible to make Doom run on an Amiga, which at the time I believe even included 040 powered Amigas if not 060, because Carmack was not one to let a lack of software coding techniques limit him.
@pawpw1
@pawpw1 3 года назад
At the moment when he said it, this was correct statement. The only mistake he might have done in his consideration was to list the chunky pixel mode as one of the reasons (now it turns out, this is less of a problem, than was thought). But other than that: he wrote that statement in 1994, after Commodore went bankrupt, and before ESCOM restarted the production of A1200. The most widespread configuration by far was A500, without HDD, expanded to 1MB, back then. For many DOOM levels, the textures and map alone are bigger than that. Yes, accelerated A1200 with Fast RAM would have been capable of achieving a playable performance, but that would mean doing a complex conversion for a very low number of potential buyers. Nevertheless, DREAD is a fantastic piece of technical work and is, IMO, on its path to become the best 3D shooter for < 040 Amigas.
@jandoorthumpinbrushwheel2206
@jandoorthumpinbrushwheel2206 2 года назад
Truly amazing what you guys have managed to squeeze out of the base
@trydowave
@trydowave 3 года назад
this is witchcraft! cant believe this is running on a stock A500! Simply amazing! and The graphical updates make it all so much better. Well done!
@KKAltair
@KKAltair 3 года назад
Thanks a lot! :)
@Jammet
@Jammet 3 года назад
What would be nice to see, would be the equivalent of what in DOOM were called "Hell" textures, and "Clean" textures. All the new textures are relatively busy. In classic DOOM there were relatively clean, shiny metal surfaces, which could be used even when mis-aligned, or in small, cramped areas, to fake writing on the floor, or even to make a room appear as if it was made entirely out of a shiny metal surface. Also, there was another made to look like it was from rusted metal, but had no other features on it, like knobs or bars. There were bright red walls in the Hell scenarios, organic looking stuctures, and demonic ones. I know you're not making "DOOM" per-se, but variety like this, would help a good bit to make maps that appear much less repetitive. Colours are key here. If you find a way to tint all available textures in varieties of red/blue/green or desaturate them, using variables, you give a mapper a powerful tool to alter the mood of every place, every corridor.
@PixelShade
@PixelShade 3 года назад
I think we need to look at Dread as a two separate projects. First project is the engine development, were the engine improves over time and we as artists can grow as well as experiment on graphics and workflows (improving our skills in conjunction with the specifications/restrictions of the engine) We will also be able to provide ideas for KK to further improve the engine from the eyes of artists. The engine project will use revised freedoom assets, and will eventually be released to the public (that way people can make their own games/mods). The next step... or the next project.... is to make Dread a unique game for the Amiga. When we come to this point only key assets will/might be transferred from the engine project, and we will take everything we have learned along the way and do a complete overhaul. Making a good frame story, a cohesive art direction. Because currently I am kind of lost due to the lack of art direction in the freedoom assets, it's just a melting pot of various amateur artists styles. The main limiting factor today, both for me and John is that the freedoom palette ( 16:28 - 16 colors total) it doesn't allow for a lot of color ramps, so, what you are asking in terms of color variety is near impossible today. there's only one stark red color for "blood"/"eyes", two stark blue colors for "visor" and "projectiles" etc, one green color, and most of those need to be combined with brown and graytones to make sense.... The palette needs to be reworked from scratch. I can agree about the "business" of textures. but it is also a thin line to walk since flatter textures often end up looking cartoonish instead (especially when using 16 colors)... We have tried and it does depart a lot from the Doom-look
@Myako
@Myako 3 года назад
This is amazing. I think the biggest change was the tech wall, but they are all spectacular. Excellent work!! 👏🏻👏🏻💪🏻💪🏻
@AgileSnowWeasel
@AgileSnowWeasel 3 года назад
This is an absolutely amazing step up, from what was already pretty amazing beforehand for an Amiga!
3 года назад
Truly Awesome work getting something with that level of fidelity to run on that hardware!
@ChEd1980
@ChEd1980 3 года назад
Incredible work! We have seen some amazing stuff done in the demo scene for 1MB A500's but you are making something that is actually playable! Looking forward to trying this out on my A600 and A1200 :D
@KKAltair
@KKAltair 3 года назад
Hopefully the demo release will be soon. Wish me luck!
@badermanone
@badermanone 3 года назад
@@KKAltair We all do :)
@fabricebacquart
@fabricebacquart 3 года назад
Incredible job with those textures...that's crazy, really. Enemies as well... The progress between the previous episode and this is insane :D Can't wait to see the next update ^^
@KKAltair
@KKAltair 3 года назад
Thanks a ton!
@perihelion7445
@perihelion7445 3 года назад
What's you've managed to acheive is insane!!! can't wait for it, INCREDIBLE!! 😮😮😮😳😳😳🤗🤗🤗
@ridiculous_gaming
@ridiculous_gaming 3 года назад
What your crew has created for a stock Amiga regarding a genre the Amiga hardware was never engineered for is simply astounding. I never thought I would see such a game on AGA hardware never mind on the original OCS chipset; unbelievable!
@KKAltair
@KKAltair 3 года назад
Thanks! :) We're doing our best! :)
@1200Nickman
@1200Nickman 3 года назад
This is more and more mind-blowing. HOW!! just how on earth is this possible. Love all the changes.
@PixelShade
@PixelShade 3 года назад
Hopefully we're just getting started. :D
@KKAltair
@KKAltair 3 года назад
Should I get into more technical side of how it's done? :)
@1200Nickman
@1200Nickman 3 года назад
@@KKAltair lol would never understand it anyway 😂
@Pabloraster
@Pabloraster 3 года назад
Another great video and such a wonderful improvement! Keep up the excellent work!!
@nikosidis
@nikosidis 3 года назад
What I love now is that you got all the dithering away and together with the higher resolution the game just look great!! I'm sure there will be a lot of patreons supporting this effort. The programming and gfx skills are just state of the art.
@KKAltair
@KKAltair 3 года назад
Thanks a lot! :)
@johnnyjohannesson8533
@johnnyjohannesson8533 3 года назад
When I started following this project I thought it looked really bad but was still verry interesting to see how you dealt with all the limitations. But now I'm genuinely impressed by how good it looks, amazing work, can't wait to see how far you can push the limits :)
@PixelShade
@PixelShade 3 года назад
Me too, that's why I joined. I engine itself was extremely promising, KK just needs a helping hand with the graphics. ;) And like I said, this is just the beginning. first step, John and I are just starting to get to grip with what works with the engine and rendering, and slowly but surely, once the "engine demo" is released, that's when we really start to work with art direction, with new palettes and stuff.
@GconduitYTubeAccount
@GconduitYTubeAccount 3 года назад
This is exactly what I hoped the homebrew port of Wolfenstein 3D for the Sega Genesis would do. Original levels. Original assets. Zero cease & desist worries.
@KKAltair
@KKAltair 3 года назад
Keep mentioning Genesis, and we might eventually try to port Dread for it. :)
@RAVE_GHETTO_BLASTER
@RAVE_GHETTO_BLASTER 3 года назад
@@KKAltair Yeaah!!! Genesis needs a good fps like Dread - cause Dread are better than doom port for superfx 20mhz on snes.
@loganjorgensen
@loganjorgensen 3 года назад
Looking most excellent, the readability increase is great, nice to hear from everybody involved. ;) So hard with details and text at such a low resolution that seeing how that can be done so well is inspirational with my own projects. :)
@ColpoRosso
@ColpoRosso 3 года назад
You guys, this is looking epic. Awesome job on the reworked textures! I didn't even think something like this was possible.
@KKAltair
@KKAltair 3 года назад
Thanks. The guys did outstanding job indeed. :)
@mh-jw6gr
@mh-jw6gr 3 года назад
This is so awesome, I am amazed at what you guys are creating here. A technical coding video would be awesome, though probably not for most people. When this goes up for sale, I'm certainly going to buy it. Kudos to you all. :)
@markusbecker1298
@markusbecker1298 3 года назад
incredible Work!!! Keep going, Guys
@Samsungle37b650
@Samsungle37b650 3 года назад
Great video ! A message to John : your textures are just much more suited to the Amiga than the colour-reduced VGA version. It must have been a huge work because you seem for most of them to started over from scratch ! A message to Dennis from Pixel Shade : your refactoring looks just excellent, it makes think about the way PC Engine games were build, on pixelized but very pretty coloured sprites. A message to KK from Altair : Your engine is is flawless, I was wondering. Could the floor be textured too without too much impact of the performance ? I think it would be an interesting option to enable/disable on more powerful amiga (accelerated ones for instance). Keep on the good work ! I think I will buy a license of Amiga kickstart ROM just to be able to play this game someday :)
@KKAltair
@KKAltair 3 года назад
Floor/ceiling texturing is hard compared to wall texturing. Walls are simpler to draw, because I just have to draw scaled vertical texture slices. Flat surfaces, on the other hand, require full 2D texturing with texture wrapping.
@orionmalachy3033
@orionmalachy3033 3 года назад
@@KKAltair How much of a performance hit would using the blitter and copper to draw large polygons for the floor take? I can already picture at least one floor texture: a checkered diamond pattern that would only require drawing the darker diamonds
@KKAltair
@KKAltair 3 года назад
@@orionmalachy3033 Blitter is already busy with chunky to planar, and Copper does line duplication and sprite multiplexing. And filling the floor pixels is the easiest thing to do. Setting up for the fill is hard, and involving Blitter woukd make it even more so.
@Chris19744
@Chris19744 3 года назад
Przyszło mi do głowy jeszcze parę pomysłów/pytań: 1) Czy możliwe jest by niektórzy przeciwnicy różnili się znacznie wzrostem (nie chodzi mi o to żeby mieli przy okazji wiekszą rozdzielczość, zdaję sobie sprawę z organiczeń pamięciowych, mam na myśli tylko wzrost, np większy grubas z karabinem byłby 1,5 raza większy niż zwykły żołnierz i analogicznie jakiś demon byłby jeszcze większy) 2) Przy ograniczonej ilości pamięci jaką ma Amiga - czy możliwe jest by pod koniec każdego wiekszęgo etapu na końcu jako ostatni level czekała by na nas większa arena z bossem ktory byłby dosyć duży (mam na myśli wzrost wzlędem innych przeciwników) i miał by więcej klatek animacji niż zwykli przeciwnicy (chodzi mi o to że miał by także klatki jak wygląda bokiem oraz tyłem), być może udałoby sie zmieścić to w pamięci dzięki temu że w pamięci byłaby tylko jedna arena oraz jeden przeciwnik. 3) Czy lecące pociski muszą być skalowane silnikiem czy też mogłyby być pre-skalowane z pliku graficznego (nie wiem czy przy tej rozdzielczości zwiększyło by to ich czytelność czy nie) 4) Czy będzie taka sama ilość broni jak np w grze Doom czy mniej (z powodu jakiś ograniczeń) 5) Fajnie by było jak by przeciwnicy mieli jakieś indywidualne modele zachowań czyli swoje proste taktyki poniżej parę przykładów: - przeciwnicy dążący do zwarcia i atakujący tylko wręcz - przeciwnicy unikający gracza i strzelający tylko na dystans (np kulami z kwasem) - przeciwnicy poruszający się tylko za pomocą teleportacji by np. zaskoczyć gracza z flanki (z powodu ograniczeń pamięciowych zamiast animacji chodzenia była by np animacja teleportacji) - przeciwnicy strzelający mocnymi ale wolniej lecącymi samo-naprowadzającymi pociskami (mogliby występować w większych levelach w których są kolumny żeby gracz mógł naprowadzać te lecące pociski na kolumny i w ten sposób się bronić)
@Zoulz666
@Zoulz666 3 года назад
This is freaking awesome! Hope you guys release a boxed version of this! i'd love to buy it.
@PCRetroTech
@PCRetroTech 2 года назад
Wow that looks good! Well done on such an enormous improvement.
@KamiJoJo
@KamiJoJo 3 года назад
This already looks a whole lot more polished than FreeDoom itself, wouldn't mind if they also changed their title to Dread by this point. Amazing job, keep the progress going!
@GabrielCrowe
@GabrielCrowe 3 года назад
You should be really proud of this because it's amazing stuff.
@tomaszpatecki4210
@tomaszpatecki4210 3 года назад
Kurcze fajnie by było jakby ktoś kto się na tym nie zna mógł omówić i to dogłębnie każdy z tych trików. Bo jak dla mnie to dalej magia. Pełny szacun dla was za ten majstersztyk!!!
@KKAltair
@KKAltair 3 года назад
Omawiałem te triki na wykładzie Xenium. Gdzieś to było nagrywane, ale nie mogę znaleźć.
@tomaszpatecki4210
@tomaszpatecki4210 3 года назад
@@KKAltair Dzięki za namiar, znalazłem. 2.5D rendering optimizations on Amiga 500 @ Xenium 2019
@KKAltair
@KKAltair 3 года назад
@@tomaszpatecki4210 Podrzucisz linka? Nie mogłem znaleźć tego ostatnio.
@betterbeavailable
@betterbeavailable 3 года назад
Amazing work again. Looks quite finished product already.
@TurboXray
@TurboXray 3 года назад
The new scaling technique on the textures is pretty clever! Nicely done!
@KKAltair
@KKAltair 3 года назад
Thanks! :) We found it partly by coincidence and later refined.
@BlakesSanctum
@BlakesSanctum 3 года назад
Great work guys!
@UncleAwesomeRetro
@UncleAwesomeRetro 3 года назад
This look so damn good :D I am really looking forward to see how it looks on a CRT also :) Lotus 2 on my old 32" CRT tv looks great, much better then on an emulator.
@FredericBOISDRON
@FredericBOISDRON 3 года назад
Impressive work !! Hope to see it run on my Amiga :)
@KKAltair
@KKAltair 3 года назад
I hope so too!
@seaside2555
@seaside2555 3 года назад
Wow, dies ist großartig! Vielen Dank für diese Arbeit.
@TonimanGalvez
@TonimanGalvez 3 года назад
That's a great improvement. Good work.
@claw320
@claw320 3 года назад
KK/Altair this is a coding work of art! So you've made this Doom clone run on an Amiga 500, and it's BETTER than the best "doom clones" I had on the Amiga 1200 AGA in 1994. This included Alien Breed 3D by Team 17. Also my 1200 had a 50mhz 030 and still was not as good as this. What you have achieved is a *superb* ratio of performance to the hardware it runs on. This code puts the Amiga on par with PCs that existed when Doom came out. Imagine how fast these methods would run on an AGA Amiga with 40-50mhz CPU!
@davidyoutube1312
@davidyoutube1312 2 года назад
it is even higher, an amiga 500 correspond to a 286 pc, doom on 286 at 8mhz, will not run, and even at 16mhz
@d_vibe-swe
@d_vibe-swe 3 года назад
Fantastic stuff as usual!
@KKAltair
@KKAltair 3 года назад
Glad you enjoyed it!
@NikolaTomic
@NikolaTomic 2 года назад
Amazing!!! Congrats!
@polterding852
@polterding852 3 года назад
The clever use of almost all of the chipset features to pull this of is just mind-blowing. Kudos to all involved and a big 'Thank You' for the additional efforts to share this development process in such a detail! I was already hooked when I saw the intro for the first time as I can totally relate myself. Allthough not sure if i was more shocked by the doom engine itself or the poor quality of the first attempts to bring something similar to the Amiga, after month of promises and wait. Think I cried when I saw "Behind the Iron Gate" the first time over at my friends house .. (but don't tell anyone!) As for the darker version of the textures: wouldn't the EHB mode be perfect for that? I thought that it came with ECS as it's not mentioned in my HRM from '90, but it seems that except for some early NTSC Amiga 1000's every Amiga has it. Think the additional bitplane can be processed directly planar. Not sure if the blitter has some fills left though..
@polterding852
@polterding852 3 года назад
A quick look into the HRM reminds that additional bit-plane DMA steal valueable open slots for chip mem access from the cpu, among other things in the blitter department and probably adding to those I didn't even think of. Nevermind. Would have been way too easy anyways :(
@johntsakiris3717
@johntsakiris3717 3 года назад
@@polterding852 True, the game runs at 16 color mode currently, so adding extra bitplanes would decrease performance and RAM
@polterding852
@polterding852 3 года назад
​@@johntsakiris3717 it was rather meant as a way to preserve some memory when darker versions of multiple textures are desired: One additional bitplane [EHB, bpl6] (320x100 x 1bpp = 4000B) versus textures in a darker version (64 x 64 x 4bpp = 2kB each). But costs are probably in no relation as bpl5 (although unused) reserves dma cycles, let alone you somehow need to partly fill bpl6 to create the darker tones in certain areas. There is the "7-bitplane mode" in OCS/ECS tricking Agnus to keep the 4bpl data fetch while Denise is in 6bpl EHB mode. But then you need to poke into the data register of bpl5&6 with the copper or cpu and lose AGA compatibility. 32 colors instead of 16, maybe in a limited fashion for the sky or the floor? No it doesn't make any sense at all .. Btw. great work with the textures and sprites John!
@roartjrhom4932
@roartjrhom4932 3 года назад
I am lost for words. Almost can not believe my eyes. I keep telling myself. «No Roar it is not AGA it is OCS» 😂😂🙏🏻🙏🏻🙏🏻🙏🏻🙏🏻
@0xABADCAFE
@0xABADCAFE 3 года назад
The horizontal scaling trick is brilliant
@attilahavasi6987
@attilahavasi6987 3 года назад
wow, im so impressed again. good job everyone!
@AmigaVR
@AmigaVR 3 года назад
Awesome progress.. I'm an Amiga and playstation fan. I would love to play this on my amiga and portable on my ps vita.
@dlfrsilver
@dlfrsilver 3 года назад
KK/Altair, what a great job !!! :D
@youdj_app
@youdj_app 2 года назад
unbelievable!!! I have no words
@dermannohnenamen7183
@dermannohnenamen7183 3 года назад
8:32 your graphic trick does a fantastic job, but not with the crates. Besides, your sir are a genius! Your graphican is really gifted. Really good work.
@KKAltair
@KKAltair 3 года назад
Creates texture has thin vertical stripes. What happens here is that these stripes start to be visible from that distance with the added resolution. It does not show on static image, but before they just aliased and flickered heavily at this distance when camera turned or moved.
@MrNonesuch
@MrNonesuch 3 года назад
This is insanely good. True genius at work.
@AmigaVR
@AmigaVR 3 года назад
Looking forward to playing Dread on the upcoming Amiga 500 mini 👍
@no9or9
@no9or9 3 года назад
Visual quality is rised once again. Congrats!
@paul2062
@paul2062 3 года назад
OMG this is so good. i just dont know what to say, what youre doing is mind blowing! please dont stop. if we ever get to play this on disc on an original a500 with 1mb. you have to go back in time!!! hahaha can you beleive it!
@KKAltair
@KKAltair 3 года назад
I'd love to, but time travel is probably a bit harder than running Dread on Amiga OCS.
@Jammet
@Jammet 3 года назад
Personally I prefer the old sky. Not how striped it looks. Obviously the new one is better. But the new one has a very large cloud on it, which is very distinct and repeats visibly more noticeably. It's too well defined. It does not have the "distance" too it that plays out in the imagination of the person looking at it. The "quake style" old sky was more muddy and more appropriate to scroll endlessly above. What would work better would be a sea of much smaller clouds like this. Or slower scroll speed, perhaps.
@PixelShade
@PixelShade 3 года назад
This is actually the first time I see the texture in-engine. Personally I would let this texture be static and scroll ½ speed in comparison to the 3D environment when the character turns. I honestly think this is the biggest issue, that would give the sky a distant feel and it would also make it less repeatable (just 2x for a full 360-turn instead of 4x). I am still happy how the clouds look in comparison to the original, at least as an initial first test, there will be many backdrops in the future and this might of course be scrapped as well. :) I actually see them as giant dust storm clouds on Mars (just lacking the red sand color). they are way too close to the ground to be anything else. It would make for a pretty dramatic scene.
@Jammet
@Jammet 3 года назад
@@PixelShade Sounds great! Kind of almost like a skybox! :) That might result in the desired effect! Personally, I'm looking forward to the game, and I'm also hoping that it will be released with instructions on how to create all new maps. Back in 1996 I made some DOOM wads and I'm starting to feel that itch, I would love to go back to that and create some all new maps, maybe an entire campaign for this game. Maybe the original DOOM wad editors will work, in some capacity. It's been ages since I did that, yes, but it feels like yesterday, and I wish that much of my old stuff wasn't lost (no local copies and only one WAD on the internet). Oh well. Thank you for all your effort, time and love you put into this!
@KKAltair
@KKAltair 3 года назад
No, rotating sky slower than the camera won't give that feeling but rather detach it completely. Right now it more or less sticks to the horizon, as it should.
@KKAltair
@KKAltair 3 года назад
Instructions on how to make maps will get released waaay before anything close to a complete game. In fact, I'm hoping to create a Discord community to help me make some stuff for the game, like levels, etc.
@zemphex4167
@zemphex4167 3 года назад
this is really cool as usual
@KKAltair
@KKAltair 3 года назад
Thanks!
@Pseudaxos
@Pseudaxos 3 года назад
Very impressive !
@KKAltair
@KKAltair 3 года назад
Thank you! Cheers!
@theamigashow9506
@theamigashow9506 3 года назад
Amazing! The skills on show here... wow!
@KKAltair
@KKAltair 3 года назад
Thank you very much!
@airjuri
@airjuri 3 года назад
Hahaa, looks like the protagonist is David Boreanaz in action ;)
@KKAltair
@KKAltair 3 года назад
We didn't draw this one - the face is from FrerDoom. :)
@Ehal256
@Ehal256 2 года назад
I would love to see a detailed video on the tech aspects of this! I'm getting the point in my engine (I think I've mentioned it to you before) where i'm trying to implement perspective-correct texture mapping, and it's quite difficult to get right with fixed-point. Maybe I should just watch the xenium 2019 presentation again :)
@HivernaalChannel
@HivernaalChannel 3 года назад
Realy great work !!!
@KKAltair
@KKAltair 3 года назад
Thanks a lot!
@bartodziejoracz
@bartodziejoracz 2 года назад
Ależ to śmiga! Już wyobrażam sobie co można by osiągnąć na A1200 :)
@BreakPoints753
@BreakPoints753 3 года назад
Fantastic! Looking forward to eventually playing this on my 1200. Any chance you'll be releasing a WHDLoad-able version? I don't have a gotek drive.
@KKAltair
@KKAltair 3 года назад
I'm keeping it as a single exe file for now exactly for such systems. :)
@Chris19744
@Chris19744 3 года назад
Dużo lepiej to wygląda i czytelniej w obecnej wersji ,trzymam kciuki za ukonczenie całości, poniżej parę wniosków/pytań: 1) gra jest reklamowana jako "Doom Clone" a tymczasem oczywiscie bliżej jej do Wolfensteina niz do Doma z wiadomych przyczyn (nie wiem czy to nazewnictwo to kwestia marketingowa, byc moze) 2) w wielu grach doomopodobnych na amige gameplay leżał po całosci (niestety taka smutna prawda), zaletą oryginalnego Dooma było to że był dynamiczny, ze poruszanie w duzej mierze opierało sie o strafe-owanie i fakt ze wiele przeciwników strzelało widocznymi pociskami ktorych mozna było unikać bo poruszały sie z odpowiednią prędkoscią (to dawało jak na tamte czasy mase frajdy) + oczywiscie "trójwymiarowa" a nie płaska konstrukcja komnat. Byłoby miło jakby udało choc w pewnym stopniu przeniesc te mechaniki do tej gry. 3) wiem ze to dodatkowa praca ale czy daloby sie zrobic dodatkowe zestawy tekstur dla roznych leveli , tzn oczywiscie nie chodzi mi o to ze tekstur ma byc wiecej w danym levelu bo są ograniczenia pamieciowe, chodzi mi o to zeby podmieniać cały zestaw tekstur dla kolejnych grup leveli na inny zestaw o nieco innym stylu (kilka takich zestawów bardzo by urozmaiciło warstwe wizualną) 4) Czy jest cień szansy zeby levele były bardziej 3D na wysokosci? (zdaje sobie sprawe z potężnych ograniczen sprzętowych, tak tylko pytam), nie wiem tez czy byłoby to wogole czytelne przy obecnym sposobie wyswietlania podłogi. 5) Miło by było gdyby (podobnie jak tekstury) przeciwnicy dostawali nowy wygląd w kolejnych grupach leveli (czyli w obrębie levelu byłaby cały czas ta sama ilosc przeciwników ze wzgledu na ograniczenia sprzetu ale byliby podmieniani grupami na innych przeciwników). Oczywiscie to sporo dodatkowej pracy.
@PixelShade
@PixelShade 3 года назад
The Doom-clone is not a marketing thing. The maps are very much based on doom formats, uses sectors, has height data, does use binary space partitioning (like doom) and is not a raycasting engine like wolf3D. :) And it is currently an engine under development, you can see spoilers at 00:57 (stairs) which will perhaps make you more confident about the Doom-like nature of Dread. Enemies uses slow moving projectiles as well, look at the alien head in the last part of the video. :) There will be a lot of improvements as we go along. Although we have come far, it's still just the start. :)
@KKAltair
@KKAltair 3 года назад
1) It's more about Doom look and feel. Also floor/ceiling levels will be coming, anyway. 2) It's there already! (the flying monster shoots projectiles you can totally avoid) 3) This is totally the plan. 4) Floor/ceiling levels will definitely be in. I wanted to make playable thing first, then develop the engine further. We already had enough engines and not enough games for Amiga 500. 5) This is also the plan.
@SaccoBelmonte
@SaccoBelmonte 2 года назад
You're doing such a nice job!
@greedygreggor
@greedygreggor 3 года назад
those gfx textures are looking great :)
@Cwiiis
@Cwiiis 3 года назад
Really amazing progress, I love seeing these updates! Regarding the scaling pixel offset, would it look better to disable the offset when scaling up? That would solve the close-up texture issue and given when scaling up you're not losing pixels, it seems you wouldn't need the half-pixel offset to increase detail? That trick is inspired, by the way, really nice work :)
@KKAltair
@KKAltair 3 года назад
Yes, but the offset is burned into texture data, so I can't just disable it. I could keep separate unshifted copy, but this would cost RAM. That's why I'd like to do it for doors and switches, but probably not regular walls.
@Cwiiis
@Cwiiis 3 года назад
@@KKAltair ah, interesting! Thanks for the reply :)
@SomethingOther
@SomethingOther 3 года назад
@@KKAltair I feel keeping the offset for everything would make it stand out as an Amiga game a bit more, given the tricks being deployed.
@alpyre
@alpyre 3 года назад
Great improvements. Btw, don't you plan to add some copper effects, like making distant floor to be darker maybe?
@johntsakiris3717
@johntsakiris3717 3 года назад
We need to reserve 1 extra color for copper effects like that and with just 16 colors available it's a tough call. The other problem is that the game has floor shadows already, so the blending might not be ideal with a gradient. *edit and yes, this might also be problematic with floor heights
@KKAltair
@KKAltair 3 года назад
Copper effects wouldn't make much sense once floor heights will be in, so I was never really considering it.
@SergeMarx
@SergeMarx 2 года назад
Absolutely amazing
@multicoloredwiz
@multicoloredwiz 3 года назад
ahh fuck the next video can't come fast enough!! it's really coming together GREAT dudes!!!
@KKAltair
@KKAltair 3 года назад
Thanks!
@CastleFamilyThe
@CastleFamilyThe 3 года назад
Looks amazing guys great work! The only downside is the breakup when getting close to textures, i hope this can be improved a little on doors, but i know compromises have to be made so in no way a criticism!
@PixelShade
@PixelShade 3 года назад
I am confident that we will find a good balance. We did a lot of tests back and forth and the higher resolution was REALLY worth the sacrifice of the texture breakup up-close (especially when viewing them side-by-side, in motion). At the same time, we don't yet have any game mechanic that requires the player to "lick walls" :) However, KK is confident that we can make use of mipmaps on textures that you often get close to... like doors, switches, etc. It would make those textures sharp, and the biggest visual eye sore would go away. By the way, the door texture at 27:05 seems to be broken, you can see that the next door looks as it should.
@craigix
@craigix 3 года назад
I think running it on an old TV it would look best as the TV screen kinda does an antialias effect on the pixels for free.
@Lollero200q
@Lollero200q 3 года назад
Yyyeaaaa!!!looks nice guys
@mariuszszarek1992
@mariuszszarek1992 3 года назад
Mega! Progres przekracza moje najsmielsze wyobrażenia. Najsłabszym ogniwem obecnie chyba jest niebo - moim zdaniem powinno być mniej ziemskie. Chyba lepsze były by zmienne pasy podchodzące pod czerwień, jak na Marsie\Venus. A z pomysłów - może by tak broń reagowała ściemnieniem, jeśli nasza postać wchodzi w obszar mniejszego światła?
@KKAltair
@KKAltair 3 года назад
Bardzo dobry pomysł ze ściemnianiem broni. :) A niebo docelowo będzie można zmieniać co mapę, więc ogarniemy. :)
@timrichter1980
@timrichter1980 3 года назад
Absolutely stunning. Do you think the map layout can be as big or complex as the original Doom maps on an A500, performance wise?
@PixelShade
@PixelShade 3 года назад
Maps can definitely be a lot bigger than what has been showcased so far, we are still exploring our 1MB budget in terms of (level size, textures, enemy variety, animations, sounds, music/ambience etc)... However, when it comes to complexity I think it is smarter to design maps around performance. Looking at Doom's E1M1 you have three large and fairly complex rooms all visible from the courtyard. Although it would be possible to make a map like that it would such a waste of performance, which would make the game less enjoyable. In the grand scheme of things, levels will look fairly complex with architectural details like 26:33. People have already spotted the spoiler of the engine being able to support stairs and different floor levels 0:59. So I think people can expect fairly large maps and a decent level of complexity. :)
@KKAltair
@KKAltair 3 года назад
Performance is completely independent from map size. If something is outside view or behind closed doors, it's not processed. Only complexity of visible area matters. :)
@timrichter1980
@timrichter1980 3 года назад
Awesome :)
@imresoveny5868
@imresoveny5868 3 года назад
Incredible :) An idea: Ceiling and floor has a uniqe color or also used elsewhere? I know that there is a palette limit but if you have dedicated color (below and above the horizon) a rainbow sky/floor could be a good thing. It could be used to simulate night/daylight sky in open-areas of the game or different colors of the ceiling and floor. Would it be difficult to build in a 1 bitplane static gradient floor (like in "Za Zelazna Brama") to feel distance/depth in plain sight but combined with a rainbow lines effect used in racing games (like in "Chase HQ") to simulate the movement?
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