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- HYDROCEPHALUS II
- ================
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-
- ---------------
- 1. Introduction
- ---------------
-
- This file gives information that was usually written in the actual demo
- in the "good-old-days", including all other stupid text you might find
- interesting. Rather than spoil your entertainment with boring
- textwriters we, like many others, have chosen to put this text
- into a single ASCII-file.
-
-
- ---------------
- 2. Requirements
- ---------------
-
- HCII requires:
-
- - ECS(not AGA!) graphic
- - 68020 processor or better
- - 1MB Chip memory
- - 1MB Fast memory
-
- ----------
- 3. History
- ----------
-
- Hydrocephalus(HC from now on) was released one week after the first
- Gathering (it was finished under the demo competition) and just
- vanished among all the other demos released at the party. We decided
- to make a new demo. To make a long history short; the HCII project
- started for two(!) years ago, and was not finished until now because we
- are two lazy coders with a lot of other things to do than to
- just code(sad but true (: )
-
-
-
- ---------------
- 4. Full credits
- ---------------
-
- 4.1 Coding
-
- All coding done in 680x0 asm by Vip'n'Ray of Equinox.
-
- 4.2 Graphics
-
- Most of the graphics was drawn by Sauron(Sigurd N. Kristiansen) at least
- two years ago, and some of the graphics is even "fucked up" by us to
- fit some technical requirements concerning some of the routines.
- Sigurd don't even know that this demo-project has been finished, as he
- now works for "you-know-who" software firm in Oslo. Thanks Sigurd!
-
- All bubbles and the opening Equinox-logo was drawn by Supra of Equinox.
- Sorry, we never took contact with you again, but we don't have your address!
-
- 4.3 Music
-
- All music and sound-fx was made by Cyntex (Mads S. Jensen) of Equinox.
-
-
- ------------
- 5. Technical
- ------------
-
- Almost all parts uses 16 colors chunky, and the speed would
- probably increase dramatically if we just chunky converted those
- parts of the buffer that the different objects covered. We didn't
- because;
- 1) We were to lazy (:
- 2) We wrote all routines to handle full 320*256
- pixels because we will use some of them in
- a game
-
-
- 5.1 Texturemapping part
-
- Ordinary affine texturemapping (boring primitive we know, but...).
- We will probably do some real perspective ones later (have someone
- out there got away with the f..ing two-divs-pr-pixel shit? Contact
- us, so we can share some ideas)
-
- 5.2 Gouraud-shading part
-
- An inconvex cylinder(16 subdivisions) shaded with gouraud-shading in
- 16 colors. We actually did code a phong-shading routine in C++ for HCII,
- but since we only uses 16 colors we decided that it was not worth the
- effort (we will implement it in 600x0-asm soon though).
-
- 5.3 Motion-blur part
-
- A fake but rather nice looking motion-blur simulation.
-
- 5.4 Spline-shading part
-
- Some cool precalculated spline object were the shading follows the
- splines in a rather diffuse way (looks good we think).
-
- 5.5 Antialiased B-Spline part
-
- The most advanced coded routine(but as always it doesn't show). The
- 3D primitives is calculated as rotation-objects with 16 subdivisions
- pr. object. Each of the segments consist of Cubic Uniform Nonrational
- B-Splines with 10 control-points. Between each control point the curve
- has 8 knots (interpolated using a fast forward differencing algorithm ->
- 6 adds pr. 3D-point) which gives 10*8*16 = 1280 3D points. Each of these
- 3D points are rendered (after perspective transforming) with Wu's AALine
- algorithm in 16 colors.
-
- 5.6 Bump-mapping part
-
- We don't know if we're first out with real-time bumpmapping, but at least
- not *many* have done it before us. After playing around with the idea
- for some time we discovered a totally new way of doing bump-mapping!
- "Our" new algorithm only needs;
-
- - One table look-up
- - One add
- - A few compares
-
- (The above is of course for each pixel)
-
- Unfortunately the bump-effect was not that visible, but this is because
- we only uses 16 (!) colors. Think of this done in 256(or more) colors...
-
- * Descent/Doom with bump-mapping -> Fantastic!
-
-
-
-
- ------------
- 6. Greetings
- ------------
-
- We send greetings to everybody we know, and specially to;
-
- - All Eqx-members
- - All those computer.graphics.algorithms contributors
- - Marius Kintel
- - Thomas Hagen (for inspiration)
-
- 6.1 Vip(Lasse S. Jensen)'s personal greetings
-
- Foerst og fremst en kjempe varm hilsen til dama mi; Sissel for aa holde
- ut med meg i de siste to ukene(temmelig hektisk eller hva, Sissel??)
- Videre vil jeg takk mine foreldre for nok en gang *ikke* ha noe tro paa
- mitt n-te prosjekt(hva skulle jeg vel gjort uten en slik motivasjon?)
-
- En hilsen gaar ogsaa til Thore og Thommas som jeg skulle ha snakket med
- for alt for lenge siden (les: 2 (!) aar siden) ; beklager, jeg sender
- dere noe i nearmeste fremtid!
-
- - Illusions gutta ; La oss code videre paa prosjektet vaart!
- Ole: Jeg herja Bumpmappinga, he, he.
- - Marius Kintel; hvordan gaar det med VR-prosjektet? Gaat tom
- for minne? (:
- - Sigurd; Kontakt meg!
- - T&T/Interlink: Mat Henry med denne!
- - Jan Erik Wold: Hvordan gaar det med C++ codinga? Vi snakkes...
- - Geir Jensen: Hvordan er det med programmeringen? For daarlig
- KONSULENT betaling? (snik..)
-
-
- 6.2 Ray(Roy Berg)'s personal greetings
-
- Som dere sikkert har hoert, "koser" jeg meg i militaeret for
- tiden, og derfor har kontakten med dere andre blitt heller
- daarlig.
-
- Vil sende noen hilsner til:
-
- - Johan Steen: Beklager at jeg ikke har skrevet tilbake i det
- siste..
- - Stian Rolfsen: La oss feste sammen igjen! Hvordan gaar det
- med studiene ;-)
- - Robert Schmidt: Noen nye prosjekter paa gang? Zox3D var
- pent laget!
- - Thore Johnsen: Hvordan blir det med jobb? Fortsatt arbeids-
- ledig?
- - Thomas Mo: Noen planer om CD-utgivelse?
-
- - Alle som gikk ut fra Trondheim Ingenioerhoegskole i '94;
- Vi er kremen...
-
- Og til alle andre hardtarbeidende programmerere der ute som
- fortsetter aa holde liv i Amiga'n!
-
- - DIMME! (3 maaneder igjen, militaert sucks!)
-
-
-
- --------------------
- 7. How to contact us
- --------------------
-
- E-mail: lassesj@edb.tih.no
- royb@colargol.edb.tih.no
-
- Snail-mail: Lasse S. Jensen or Mads S. Jensen
- Markaplassen 271
- 7053 Ranheim
- Norway
-
- Roy Berg
- Postbox 4186
- 7002 Trondheim
- Norway
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-