A new video would be really cool for sharing your joy to us visually.

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It currently looks very ugly after the rework - a bit of a flickery mess with rainbow colours on all the floor edges.dma wrote:Great news Doug!
A new video would be really cool for sharing your joy to us visually.
Using Markov chains and letter n-grams, per chance?dml wrote:the starchart was interesting because it used a nice algorithm which 'learned' how to fabricate names using a list of samples, and could produce a myriad of stable procedural names with a similar flavour, for all the stars on the chart. You could feed it a list of Italian village names and it would make more of those if that's what you wanted. Every star was pulled from an astronomical database (IIRC a merge of 3 large databases). The stars without names were named by my engine. It got pretty hard to spot which were real and which were synthetic
Well deduced, yes. Synthesis used turbulence based on a location seed, so you just had to query the name of a place with its coordinates, to find out what it had called itself. Much of the rest of the system worked that way too.SteveBagley wrote: Using Markov chains and letter n-grams, per chance?
Cleverdml wrote:Well deduced, yes. Synthesis used turbulence based on a location seed, so you just had to query the name of a place with its coordinates, to find out what it had called itself. Much of the rest of the system worked that way too.SteveBagley wrote: Using Markov chains and letter n-grams, per chance?
I used a similar system to generate prose to teach my first year CS programming class how changing the algorithms and data structures you use could have a huge effect on the program speed. It's amusing what stuff comes out of it (although it was always worrying what might come out when running it live during a lectureWe had a bit of a laugh back then feeding e-books into the name generator and getting it to emit prose (encoding tokens instead of characters). If you fed more than one book - really different kinds of book - it would produce some insane stuff. Combining 'A Brief History of Time' with a swearword dictionary was one of the more interesting ones tried IIRC. I probably still have some of the text but won't be posting it here
Haha. That's a really good, and important point.SteveBagley wrote: I used a similar system to generate prose to teach my first year CS programming class how changing the algorithms and data structures you use could have a huge effect on the program speed. It's amusing what stuff comes out of it (although it was always worrying what might come out when running it live during a lecture)
Holy crap! This is crazy unreal Doug!dml wrote:I've been up late again cobbling a video together with some of the latest stuff in it.
There are many new optimizations in this version which were not in previous vids. The map engine and sprites have both had large chunks rewritten. Much of the DSP code was rewritten, at least as far as sensibly could without starting again! (something I did consider, but won't go there).EvilFranky wrote: 2 main things stand out for me...
1. The frame rate appears much improved, you may be under selling this Doug! E1M1 appears to hit the upper 12fps hardcoded limit regularly.
The transparency system used by sprites and walls was split in two, for billboard and perspected paths, and those paths were again divided in two for near and far objects. The near objects use a special algorithm for expanding sparse shapes into a description which is fast to render from. The distant objects use a quick and simple path lower setup but higher fill cost, mainly to avoid wasting time when many objects are onscreen. Combining these things and tweaking transitions made transparencies and sprites a lot faster. I don't think I'll be changing that bit anymore.EvilFranky wrote: 2. The transparent texture processing seems a LOT faster, again noticed during E1M1 at the end of the level.
Thanks. The aim was to do small but audio/visually distinctive things, without making it 'un-doom'. Most of the extras can be disabled by not loading the BadMood WAD file.EvilFranky wrote:Love all the little extras, they are very well done and suit the rest of the game perfectly.
If anyone can be tempted to do something Atari with the engine, that would be cool. I've made that easy in most areas, but there's enough of my crappy hacky mess left in the game code that it could do with a proper tidy up first.Scarlettkitten wrote: I can see a space hulk game working well on the falcon a bit like the 3DO spacebulk game.
I did try it quite some time ago, and didn't see much gain because of the way BM was working at the time. Not much of a cost for extra textures and the geometry didn't seem to contribute a lot.NGF wrote: Have you tried the Jaguar Doom wad on the Falcon? Maybe they will run even faster since they are optimized (less complicated) in some ways.
Quake 2 is interesting because it was the last 'new' engine to support legacy software rasterization. This makes it a viable candidate. All of the important constraints are being observed.EvilFranky wrote: Quake on standard Falcon?? Come on, surely there is a limit to what this machine can do?
Yes it's just about feasible but need to avoid some of the bigger table expansion tricks I had in BadMoodEvilFranky wrote: Although standard Falcon RAM limitations would play a major part surely?
EDIT - Just looked up the specs, seems minimum RAM for Windows 95/98 was only 16MB! That includes having a nice bloated OS in the background...