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- ┌─────────────────────────────────────────────────────────────────────────────┐
- │ NFO file for the RETVECT minidemo version 1.0 - August 19th, 1993 │
- └─────────────────────────────────────────────────────────────────────────────┘
- Hi everyone!
-
- This minidemo is the 1.0 version (and the last I'll do, unless I find some
- nasty bug in it) of the RETVECT. I release it so that people interested in
- coding demos can look at the source code (you can find it along with the
- executable in the distribution file) and learn a few things. There is 3D
- projection math you can look at (using 8.8 fixedpoint), there are retarded
- vectors done by rotating the palette (much faster than the line redrawing used
- in previous versions), there is a starfield, and there is a palette trick in
- the end so that the screen does something like an 'explosion'.
-
- Most of the code is original, althoug I must credit some people for some
- pieces: the 3D engine was originally adapted from a bit of code from
- Bios/Codenation. I had to rewrite it to make it work, and I added several
- optimizations. The line drawing code was originally from Jare/Iguana, but I
- adapted it to use the genuine Bresenham algorithm instead of his fixedpoint
- version. And the values for the starfield have been taken from code by
- Draeden/VLA. I added it in a couple hours, and I used his random number table
- and the values for FAR_Z and for the projection, as I didn't feel like guessing
- values to make up a neat a starfield.
-
- It's not a great demo, just something to practise and so people will have src
- code to look at if they wanna do something similar. But there are some things I
- am particularly proud of:
-
- * It works with any PC with a VGA card, doesn't require a goddam 386 to run
- (I happen to have a 286 yet) (learn all you .386'ers!!).
- * The source code compiles both with MASM and TASM, although I used TASM to
- develop it 'cos it's lots faster.
- * The line drawing code has no special cases, the same loop is used for lines
- of any slope (vertical, horizontal, slope 1,...). I could have optimize it
- by special-casing the most obvious, but it works even on my 286, so, why
- bother?
-
- So, here you have the sources as well, feel free to do anything with'em (yeah,
- you can even give'em to the pet for lunch to see what it does!), but remember
- to credit Jare/Iguana for the line drawing code. The idea of the Bresenham with
- no jumps is great, I learned it from him, so you should credit him.
-
- I like releasing sources, but I've seen some people who used to do so
- completely stuffed for other people slightly touch the code and give it away as
- theirs (happened recently to Jare). As long as this doesn't happen to me, I'll
- keep releasing complete sources.
-
- Well, if anybody wants to contact me, here are my addresses:
-
- ;--------------------------------------------------------------------------
- * 2:344/3@Fidonet.org
-
- (I don't have a point address yet, so send whatever it is to my BBS)
- (I'll probably get a point address soon, from another node)
-
- For this reason, it'd be better if you dropped a line to:
-
- * Jon Beltran de Heredia
- c/ A. M. de Oviedo 3,1
- 01007 Vitoria - Alava
- SPAIN
-
- (Yeah, this is a SNAIL MAIL address. D'you remember what it is?)
- ;--------------------------------------------------------------------------
-
- So, to end up with this, greetings to everyone in the spanish PC scene:
- Iguana, Codenation, Aitor Garay (what about our demogroup?), and to everyone
- in Fido conferences PROASM_E & R34.DEMOS, in region 2:34. I usually attend this
- conferences, so you'll find me there.
-
- I won't release any new versions of this, I might use pieces of the code just
- to save time in another demo (I'll surely use the starfield), but this is the
- final version.
-
- Next project will be a 3D realtime engine with solid objects: hidden surfaces,
- shading, light sources, Gouraud shading (I'd love to do Phong shading - gives
- wonderful smooth surfaces - but I'm sure I won't be able to with my 286; pity,
- 'cos it's as easy), and later texture mapping. I'd like to give sources away,
- as well. So keep alert if you're interested.
-
- So long, and thanks for all the fish! :-)
-
- Jon
-
- PS: The minidemo will look much-much better if you are in complete darkness.