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Code: Select all
Method: VP render time: Wall render time: Framerate:
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CPU only: 99.7ms 41.0ms 5.02fps
DSP+CPU (8bit, indexed): 56.6ms 41.4ms 6.42fps
DSP (16bit, non-indexed): 42.6ms 41.5ms 7.07fps
^ with reduced exchanges: 41.5ms 41.4ms 7.14fps
^ with profiler disabled: ?????? ?????? 8.04fps
calimero wrote:is there any sense to render same way walls (using DSP)?
Zamuel_a wrote:How do you do the floor and ceiling mapping?
For the floor and ceiling I used a floor mapper routine that works in about the same way as mode 7 on SNES. It's very simple and you can put all divisions and multiplications in look up tables so that you don't need any during runtime. I found one explanation here:
Zamuel_a wrote:About the time when DOOM and Duke 3D were hot I started to make a DOOM engine myself on PC. I didn't finish it, but the technic I used was different from what they used in DOOM. I didn't use a BSP tree but sectors and portals instead. To draw the walls I used a perspective mapper but with one perspective division per line instead of per pixel since you can't look up and down. This is probibly what you already do to.
Zamuel_a wrote:I had different tiles for floors and walls, so when the floor mapper found a wall tile, I didn't draw the floor, but instead a wall strip like in Wolfenstein. The end result is a wolfenstein engine with floors and ceilings that are quite fast. Had been interessting to try this on Atari to see how fast it would be. Maybe even an ST could handle it. You don't need a raycast engine and aslong you can draw 320x100 pixels (or maybe 160x50 with c2p) with a decent framerate, then this could work. The ceiling could be a copy of the floor with a different palette to speed things up.
dml wrote:I also have some 68030 PMMU trickery to try on the display memory to prevent accidental cache pollution through writing,
Eero Tamminen wrote:Note that although Hatari WinUAE CPU core has preliminary MMU emulation and some simpler things work with it, is still missing some bits from full MMU (exception) emulation and CPU cycles information in Hatari profiler will be (even more) bogus for that variant of the WinUAE CPU core.
Yes there's no need for 'raycasting' as such. Bad Mood doesn't really raycast either
CiH wrote:Meanwhile, on other retro platforms, developments move apace...
No pressure Doug!![]()
http://www.youtube.com/watch?v=Y7h3H-_8N_o
CiH wrote:Meanwhile, on other retro platforms, developments move apace...
No pressure Doug!![]()
Zamuel_a wrote:I found one "good" text that tried to explain it and they said that in doom every line was raycasted instead of every block in wolfenstein. I haven't looked into the Doom source code, but I can't think that it is a raycasting engine, but instead a "real" 3d engine, except that they don't calculate everything in all axis. Doing a pixel precise raycaster would be very slow I think.
CiH wrote:Meanwhile, on other retro platforms, developments move apace...
Dio wrote:It's a 2D raycasting engine, as I understand it.
Zamuel_a wrote:How fast can it be if the original Doom source is used but with the graphics stuff optimized for the Falcon? First time I played it was on a 20Mhz 386SX computer and it runned at ok speed in low detail mode.
kristjanga wrote:Why on earth does this threat not show up in "View active topics" ???
DarkLord wrote:kristjanga wrote:Why on earth does this threat not show up in "View active topics" ???
I've seen that happen with other messages threads that were very active. Not sure why.
BTW, I think you meant "thread" instead of "threat". While Doug is a tour-de-force, I don't really
consider him a threat...
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