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- Path: dialup0f.syd1.zeta.org.au!user
- From: ivans@zeta.org.au (Ivan Smith)
- Newsgroups: comp.sys.amiga.graphics
- Subject: Re: Tmap demo/game with DCTV?
- Date: Wed, 17 Jan 1996 02:55:22 +1000
- Organization: Go5Media
- Distribution: world
- Message-ID: <ivans-1701960255220001@dialup0f.syd1.zeta.org.au>
- References: <4d9hsm$d0u@calvino.alaska.net>
- NNTP-Posting-Host: dialup0f.syd1.zeta.org.au
-
- In article <4d9hsm$d0u@calvino.alaska.net>, Steven Rychetnik
- <tammy@alaska.net> wrote:
-
- >Hello there,
- >
- > I am curious if anyone else has wondered about or have made atempts at
- >doing
- >texture mapped demos with the DCTV hardware. As far as I can tell a demo
- >or game running a 640 x 200 8 color screen could be very fast. But then
- >again I am not a programer.
- >
- > Has anyone else given this some thought?
-
- A while ago there was an attempt by myself and another Amiga 3D-Animator
- to use DCTV (PAL) and Scala MM300 (as a basic scripting engine only the
- final thing was to be programmed in Ansi-C and compled from there) as the
- basis for a proto Myst type adventure game on the Amiga.
-
- It fell through of course, but in the mean time I had used Vista Pro 3.0
- to do some really wild fantasy landscapes and LightWave to composite over
- the top using ProControl and ADpro 2.5. (I love alpha channels!)
-
- The anim format was 736x288 (PAL overscan non-interlace) 3 bitplane (8
- colours) DCTV and it flew like a bat out of hell on a 25Mhz 030 and
- *really* fast on my 040/40 , so fast in fact (Anim32i) that it had to be
- speed limited in Scala to stop the anims getting out of sync with the HArd
- Drive and mouse events;)
-
- It's been thought of and I'd love to have a go at it again, but the
- reality is how many Amiga users actually have and use their DCTV's ? and
- the problem for me is that most of the surviving DCTV's are NTSC and mine
- is PAL. I don't know anybody else with a DCTV so I presume they're not
- that common any more :(
-
- But 8 colours is the way to go with no interlace and provided your
- background pixels aren't constantly moving (solid colours are best) your
- anim deltas remain small and it's feasable to do a 500 frame anim in those
- resolutions and it takes up approximately 2M of space as a compiled anim,
- which happens to play back well in Scala with Disk Anim on with a fast
- SCSI drive.
-
- Regards,
-
- Ivan
-
- >
- >-Steven
-
- <>>>>>>>>>>IVAN SMITH<<<<<<<<<<<>
- http://www.zeta.org.au/~ivans
- Email: ivans@zeta.org.au
- >>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<>
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