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- Short: 3D Dungeon with shading AGA/ECS (68020+)
- Type: gfx/misc
- Uploader: kees@grafix.wlink.nl (Kees Huizer)
- Author: john.hendrikx@grafix.wlink.nl (John Hendrikx)
-
- This demo enables you to walk through a 3D dungeon. All walls are
- realtime texturemapped and shaded. The ECS version uses 64 colors.
- The AGA version uses 256 colors.
-
- New Features since TextDemo 4:
-
- - 20-30% faster than TextDemo 4
- - Walls no longer need to be at 90 degrees of each other
- - Real light-sourced (better than DOOM) shading, with multiple
- (fixed or moving) lightsources
- - Multiple pixel resolutions available (1x1, 2x1, 1x2 or 2x2)
- - Uses a very big maze with multiple textures (map included)
-
- Note: - This demo requires a 68020 or better to work, otherwise it happily
- crashes your machine :-)
-
- TextDemo5-OCS : For use on machines with only a 0.5 MB of ChipRAM (normal
- Agnus chip) -- no BlitterC2P supported
- TextDemo5-ECS : For use on machines with more than 0.5 MB of ChipRAM
- -- about 10% faster than the OCS version.
- TextDemo5-AGA : For use on AGA machines (what else?)
-
- ============================================================================
-
- Some details:
-
- - This demo now uses a completely different method of drawing the walls
- then previous TextDemos. It now uses Raycasting to draw the view.
- - The ECS demo runs in EHB 6 bitplanes mode (sorry it looks a bit ugly
- but it is the best possible using 64 colors)
- - The AGA demo runs in 8 bitplanes mode ($dff1fc set to $0001 because of
- bitmap-width problems when using $0003 -- this should not cause any
- slow down)
- - The source walls are still 64x64 pixels but I will change this to
- (at least) 128x128 in a next release (if I don't get some sort of
- game-contract or something before that time -- hint, hint ;-))
- - All walls are drawn in full detail, no 'blocky' edges, unless ofcourse
- you're using 2x1, 1x2 or 2x2 pixels modes :-)
- - The C2P conversion has been completely rewritten. Normally a 16-pixel
- C2P conversion needs 5 passes (8,4,2,1 bit switching and 2 bytes to
- word conversion). These five passes have been split up over three
- different routines. The first and the last pass is handled by the
- Texture-mapping routine itself (takes no time at all (!!)). The 2nd
- and 3rd pass is done using the CPU, and the 4th pass is done using
- the blitter while the CPU is working on the next frame.
- - Lightsources are handled in a way so that adding more light-sources will
- only result in a very minor slowdown.
- - The collision detection is a bit bumpy -- this still needs some work.
-
- --------------------------------------------------------------------------
- UUCP: john.hendrikx@grafix.wlink.nl
- FIDO: 2:286/407.8
- AMY: 39:153/201.8
- NLA: 14:101/200.8
-
-
- ============================= Archive contents =============================
-
- Original Packed Ratio Date Time Name
- -------- ------- ----- --------- -------- -------------
- 19632 5844 70.2% 08-Jul-94 20:52:56 TD5-Map.pic
- 231624 70219 69.6% 08-Jul-94 20:48:58 TextDemo5-AGA
- 215856 63760 70.4% 08-Jul-94 20:48:36 TextDemo5-ECS
- 213984 63242 70.4% 08-Jul-94 20:47:38 TextDemo5-OCS
- 3750 1799 52.0% 08-Jul-94 20:58:44 TextDemo5.doc
- -------- ------- ----- --------- --------
- 684846 204864 70.0% 13-Jul-94 21:30:32 5 files
-