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- God morning everyone,
-
- This is the latest news from Doug about Bad Mood. I don't know when we
- can expect an demo though. I'm hoping he will send one this week. :-)
-
- It sure does look INTERESTING, don't you think?
-
- He does also wonder what is going on. If there is anyone else out there
- coding anything beside Doug and Laurent? I think it's time we sort out
- this coding problem. It looks like there is several peole that want's
- to help out, but no one can tell them what they could do. It's not
- that good if someone says that he will take care about one special part
- and then doesn't do anything and some other pepole can't do anything
- because someone have already said that he will do it. I hope you understand
- what I want to say. :-)
-
- I think it's time someone mail an "what to do list" and who wants to do
- what. I think it's better that several people are doing the same thing
- then it isn't done at all.
-
- Anyway, this is from Doug...
-
- ---------------------------------------------------------------------------
-
- > Yes I understand that. Have you done anything new on it? I thought
- > that you wouldn't have any time for it now, but I guess you can't stay
- > away from it totaly. ;-) You maybe need a break from Apex from time to
- > time. :-)
-
- I have recently texturemapped the floors & ceilings, which is probably the
- slowest and most difficult part of the Doom graphics system. The texture
- rotates correctly with the player, and stays firmly attatched to the
- scenery when you walk about (which is another tricky area).
-
- Now that this works, I can estimate that (without shading & lighting
- effects) the final version will be close in speed to the Jaguar version on
- a normal 16Mhz Falcon at approximately the same window size as the Jaguar.
- I can't yet tell how slow / fast it will be with the lighting effects
- implemented, as this requires an extra memory reference for each pixel
- drawn, and memory references are not the Falcon's strong point.
-
- I have made many optimisations to the DSP side of things, and implemented
- new algorithms for reducing the floor fragmentation to an acceptable level.
-
- There is still a considerable amount of 68030 code (mathematical stuff) in
- connection with the current floor-mapping routs that should be moved to the
- DSP, as it's slowing things down a bit. This is easy work though, and can
- be done quickly. Apart from this, It's looking pretty neat, and is still
- many many times faster than DEE.
-
- ---------------------------------------------------------------------------
-
- Sounds cool ehh? Anyone else that have something to tell us?
-
- //Magnus Kollberg
-
-
-