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Fred Fish's Product-Info
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1994-10-20
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122 lines
.name
Anim3D
.type
Animation Player
.short
Plays anims written in special language
.description
Anim3D is my first Amiga program longer than a few dozen lines of code and
was mainly to teach myself how to program a 'real' application for the Amiga.
Basically it plays vector movies that are written in a special programming
language that I designed.
The original idea was:
"Wouldn't it be neat if vector demos could be created and played using a
standard program, use the screenmode that you wanted, were smoother on
faster machines and multitasked properly?"
After all, we can't impress PC users from fast animation 'cos they have
faster processors, but we can beat them by making something totally
impossible through Windows ;-)
Anim3D is a real-time vector movie player for Workbench 3 machines. It has
three main features which I think most Amiga software (and demos) should
have nowadays:
1) It is extremely friendly to the OS and multitasks properly; I've
played animations whilst downloading files on the modem and been
playing a tracker module so I think I can safely say this :-)
2) Animations are played at the SAME speed whatever the machine is...
slower machines just have a lower frame update rate. This works fine
because the display is double-buffered (as you'd expect) so there are
no half drawn screens to be seen.
3) It can use any of the display modes available on the machine;
the same image is displayed on the screen whatever the resolution.
This allows those lucky A4000/040 owners to display anims in mega hi-res
while running at the same frame rate that an A1200 might run in lo-res.
It also makes use of a special dithering method that I worked out which
gives the appearance of more shades of each colour without slowing screen
rendering down. This does however require more chip memory than normal.
I have designed a language for creating these animations and some simple
demo anims have been included to give you an idea of what it can do. Take a
look at the animation files by all means (they are only ASCII text), but I
wouldn't try writing your own without any documentation!
.version
1.4
.author
Michael George
.requirements
The machine requirements for Anim3D are:
1) Kickstart 3.0 or higher.
This is because Anim3D uses many of the features added in KS 3 such as
system friendly double buffering, the ASL screen mode requester and
interleaved screens.
2) Enhanced chipset.
This is not a necessity for Anim3D, but I had to use the ECS registers
for defining blit sizes (the normal BLTSIZ reg isn't capable of big
blits for some of the ECS/AGA screen modes and would need to do them
in two goes).
This could be fixed reasonably easily, but I have not time to do it
right now.
3) A 68020 or higher.
Everything has been optimised for 32 bit machines.
.distribution
Freeware
.address
21 Mucklow Hill
Halesowen
West Midlands
B62 8NT
England
.email
mgeorge@cix.compulink.co.uk
.construction
Anim3D was developed on the following system:
Hardware:
Commodore Amiga 4000/030:
25Mhz 680EC30 CPU
25MHz 68882 FPU
2Mb Chip RAM + 4Mb Fast RAM
Kickstart v39.106
Workbench v37.67
Microvitec Cubscan 1440 (14" multi-sync monitor)
Software:
SAS/C v6.51 - SAS Institute 1994
Devpac Amiga v3.04 - Hisoft 1993
Amiga Developer Update for 3.1 - Commodore 1993
.tested
A1200 with 2Mb Chip + 4Mb Fast RAM. (KS 39.106, WB 3.0)
A1200 with 40MHz 68EC030, 2Mb Chip + 4Mb Fast RAM. (KS 39.106, WB 3.0)
A3000 with 2Mb Chip + 8Mb Fast RAM. (KS 40.70, WB 3.1)
A3000T with 2Mb Chip + 8Mb Fast RAM. (KS 40.70, WB 3.1)
A4000/030 with 2Mb Chip + 4Mb Fast RAM. (KS 39.106, WB 3.0)
A4000/040 with 2Mb Chip + 8Mb Fast RAM. (KS 39.106, WB 3.0)
All AGA modes have been tested on my A4000/030 and Microvitec Cubscan 1440
monitor.
.docs
Anim3D.guide
.described-by
Richard Fish
.submittal
Downloaded via ftp from wuarchive.wustl.edu.