Zamuel_a wrote:There were so much talk in anothere thread here, that the Amiga was better at 3D than Atari, but he didn't give any good examples of that so now it's up to proof
I read through that thread as well - TBH apart from some sparks of lucidity here and there, it read mostly as speculation, fallacies and distractions. I don't think we'll get much sense out of that particular discussion.
Every discussion I have seen of this kind ends by changing the subject in order to spin the argument onto apparently solid ground - which often works if you don't notice the trick... Like you, I prefer to stick with examples an facts as much as possible
IIRC there are at least 4 different ways to accelerate polygon filling with a blitter on Amiga, assuming flat colour fill and bitplanes. One of them is very Amiga-specific, relating to area fill capability. One of them is blitter-specific, possible on both platforms, and refers to a logic trick described in a Siggraph paper from the late 80's or early '90s (I have a print copy in storage). One relates to parallelism, possible on Amigas and Falcon. The fourth relates to vertical column filling vs horizontal spans, which I believe isn't much used, probably because of the big problems it has with corners and diminishing returns on small polys.
If you're filling a massive cube or some 'Glenz vector' thing, then Amiga has some advantage - particlarly A500 vs ST. Probably less so on Falcon vs A1200. This is because it can use the hardware methods to assist 'contrived scenery'. I won't go into the details of the contrivance - suffice to say that you need to be damned careful about what you're drawing or you run into serious problems.
If however you want to draw lots and lots of surfaces for a game, you're going to find it difficult to use the hardware tricks, and probably stuck with exploiting parallelism, which also works on a Falcon.
So while the devil is in the details, I think the Amiga argument sticks for certain things, and then runs out of steam very rapidly as you try to render something arbitrarily complex like a game.
When it comes to using anything other than flat-fills, Falcon will always have more options available.
I'm happy to see someone take that argument apart however - particularly with a concrete example.