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- Path: grafix.xs4all.nl!john.hendrikx
- Date: Sun, 10 Mar 96 07:03:17 GMT+1
- Newsgroups: comp.sys.amiga.programmer
- Distribution: world
- Subject: Re: Amiga doesn`t need Pl
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- From: john.hendrikx@grafix.xs4all.nl (John Hendrikx)
- Message-ID: <john.hendrikx.4kbn@grafix.xs4all.nl>
- Organization: Private
-
- In a message of 05 Mar 96 Juergen "rally" Fischer wrote to All:
-
- |>> So speed would remain the same if AGA had been Chunky? Maybe it makes
- |>> little
-
- JrF> Yes, you got it! doom speed with AGA chunky would be same as AGA
- JrF> planar.
-
- |>> difference on mega-big-CPU (as long as you stick with LoRes that is) but
- |>> it
-
- JrF> no, it even makes no diffference on my 020-14 + fastmem, because
- JrF> blitter got enough time to convert iff 020 is to render a doom scene.
-
- What about the copying time from Fast to Chip? Although I agree even that
- would be insignificant compared to the time needed to do DOOM on a slow 020-14.
-
- |>> Oh sure, just code a bit more, I guess that's why we see so many DOOM
- |>> clones which actually USE this kind of stuff, NOT.
-
- JrF> I thought you were claiming technical planar problems ? less
- JrF> frameratee and such ?
-
- I'm not convinced it is actually possible to get 5(+) MB/sec C2P conversion in
- real life. Showing me a copy loop which does 5 MB/sec from Fast to Chip is
- hardly convincing.
-
- |>> Shitty solution. I suppose the overlayed text should also have to be
- |>> shrunk accordingly? What about the status panel? Just open another
- |>> screen you say? Another 'special' routine as this can't be used on most
- |>> gfx-cards.
-
- JrF> mhm, vports are said to be supported also on gfx-cards. what you argue
- JrF> about ?
-
- SOME gfx-cards. I argue about all the HASSLE you have to go through to do a
- decent DOOM clone on Amiga (*any* 020+ Amiga, not just those with AGA, and
- taking advantage of gfx-cards). Looking at all those special C2P routines each
- optimized for 1 specific config, and even TMap routines optimized for specific
- configs and screen resolutions makes programming on the clones look easy.
-
- |>> Most of the stuff I've seen here is 'demo' only. For example, using 64K
- |>> for a single texture and stuff like 256K loop-up tables are quite
- |>> unrealistic for real games.
- JrF> 256k is nothing on the doom-loved clones.
-
- Oh I agree, but we are talking Amiga here remember?
-
- |>> I did that years ago, when everybody kept begging me to add
- |>> copper-screens to TextDemo.
-
- JrF> hehe, got me ;)
- JrF> so now we have free c2p, why you won't add that ?
-
- Maybe I will when I got a bit more spare time :-(
-
- JrF> 2+2pass, 3+1pass, writepixelarray8.
-
- JrF> lots of people would be much happier if you just added those 3 to TD.
-
- Make that 6 already as we need versions for 2x1 and 2x2 pixels too. And I'd
- probably also need to a 32-bit C2P in various versions (can't throw away 16-bit
- C2P as it is faster on 16-bit ChipRAM machines).
-
- |>> JrF> adding a register, no table-lookup -> more speed. Imagine descent
- |>> real
- |>> JrF> gouraudshaded :).
-
- |>> Why imagine? There are already games doing that.
-
- JrF> but descent doesnt do that....
-
- Well descent maybe doesn't do gouraud-shading, but it does do somekind of
- lightsourced shading, then again Descent is quite old.
-
- Grtz John
-
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