Dread FPS game for Amiga 500 and Atari ST - new episode is out!
This time complete with the demo DOWNLOAD. :)
(check links in video description)
Have fun! :)
https://t.co/rRULGox01F
@DanielWienerson Beautiful! :)
It feels a bit squished, though - did you take into the account the VGA pixel aspect ratio? The original graphics used non-square pixels, so if you based on them, your voxels should be taller than cubes to get proportions right.
@phyronnaz Any details about recruitment deadline?
Haven't switched jobs for 9 years straight, so my CV is severely outdated, but this one looks really cool. :)
@leonard_coder Yes, Blitter takes some CPU cycles, but it's a performance win as CPU can already start computing the next frame. Turning nasty bit ON causes very considerable performance drop - with it CPU no longer has that head start on next frame.
@leonard_coder Sky bitmap is drawn as normal "ceiling" in chunky at the time of rendering the 3D. And as said above, "magic" Amiga Blitter C2P is involved. Except it's not magic, but simply shuffling bits around - always two sources, shifted, mixed with a constant mask.
@leonard_coder Yes. Line doubling kills some perf (even when on STe it uses the Blitter), but you can disable it in options choosing "Scanlines" mode. The other perf killer is chunky 2 planar, which takes minimum CPU hit on Amiga thanks to interrupt-driven Blitter.
@AtariLegend@RetroRacing@leonard_coder Nice! I already have some STe Blitter experts on Discord and will be definitely looking to optimize STe version in time (modding tools go first, though).
(anyone willing to hop on Dread Discord, just click: https://t.co/520RyqLdTW )
@keithclarkcouk 2MB is minimum. I didn't really optimize it for size, and then SFX samples came, which take quite a bit of space. The Amiga version uses all kinds of Paula volume/pitch/retrigger tricks to reuse sample data (e.g. keycard pickups are actual melody), but STe can't do that.
Another episode of Dread is out. Big changes!
We have remade all the graphics and doubled the texturing resolution. Have fun! :)
https://t.co/Z0XR9j7BSq
@knarkowicz@TechArtAid Number of components does matter and linearly increases the computation cost, as to be expected. Virtually all GPUs now are scalar per execution thread now - because 1-component sin/cos should be four times faster than the 4-component one.
@cobbpg Nice. :)
8x8 tile video compression using vector quantization?
Reminds me of how I did one for our 604 demo for Amiga. :)
https://t.co/hslqGFVja4