popmilo information 11 glöps

- general:
- level: user
- personal:
- first name: Vladimir
- last name: Jankovic
- demo Atari XL/XE We are still fighting for transitions... by Desire [web]
- Nice Work !
- rulezadded on the 2017-07-27 16:52:00
- demo Atari XL/XE Arsantica 3 by Desire [web]
- Quote:
The C64 shouldn't be that much slower...
It's all in boundaries of an objective performance difference. It's not like I was surprised...
Raw difference of Atari's 114 cycles vs C64's 63 in most scanlines is what's so cool about A8. Can't achieve same speed on commodore without using something like FLI, color attributes or sprites in a smart way.
In addition, Atari's 4bit per pixel modes (gtia modes) combined with hardware vertical doubling are closest you can get to a functional chunky display on an 8-bit. There are many more demos to come for sure :) - isokadded on the 2016-04-05 20:42:41
- demo Atari XL/XE Arsantica 3 by Desire [web]
- Quote:
Thanks for the explanation of the voxel. I really wondered just.. HOW! :)
No problem man, always nice to try something new and share afterwards :)
Already translated 1:1 to c64, but soooo slow... Need to take different approach with that one.
Something like Plus4 could do it much more justice ;) - isokadded on the 2016-04-04 21:42:38
- demo Atari XL/XE Arsantica 3 by Desire [web]
- Quote:
looks pretty badass to me! first time I see a voxelball on 1.77 MHz . Would be interesting to know how the code is done compared to how it is done on a high end platform.
Unrolled "radial raycasting over heightmap" speedcode to draw upper half (quadrant at a time to save on number of needed zp pointers), then after changing zp pointers uses same speedcode to draw bottom half into buffer.
Using texture with smooth heightmap Karolj discovered that most of the height differences in one ray were only couple pixels. So I made routine to brute force draw only top three pixels of each voxel column and it works great.
Second pass is rectangle to circle mapper and kind of chunky to bitmap routine (byte based color buffer onto standard Atari bitmap with 4 pixels per byte) combined with dithering. All done using python to generate speedcode.
Could be even more optimized, but we were more than happy that it worked 100% couple hours before deadline :)
ps. Another interesting thing I guess is that 'regular' voxel terrain is rendered using only 40 columns ;) - isokadded on the 2016-03-28 17:17:14
- demo Atari XL/XE Arsantica 3 by Desire [web]
- Kinda obvious now that our focus was on getting code working and much, much less on demo as a whole... Some effects like voxel terrain and spherical one took almost every byte of ram. We'll try making it flow better next time !
- rulezadded on the 2016-03-27 18:33:09
account created on the 2016-03-27 17:43:46