Shop OBEX P1 Docs P2 Docs Learn Events
1 Cog Propeller Poly Draw to Spectrum bitmap screen — Parallax Forums

1 Cog Propeller Poly Draw to Spectrum bitmap screen

BaggersBaggers Posts: 3,019
edited 2007-11-21 12:20 in Propeller 1
Hi all,

I had a tad of spare time last night, so modified PropGFX3D poly draw to work on a Spectrum style bitmap screen ( 256x192 )
So here it is, let me know what you think. it's still WIP, as I need to get the rest of the 3D side accross to it, but for now, it just draws 8x4 pixel textured poly's.

Here's some binaries for you to see, as there's 3624 longs free, even with·a double buffered display, lots of scope for things [noparse]:)[/noparse]

http://www.propgfx.co.uk/Baggers/Games/Hybrid3D.binary
http://www.propgfx.co.uk/Baggers/Games/Proto3D.binary
http://www.propgfx.co.uk/Baggers/Games/Hydra3D.binary

Posted on Hybrid / PropGFX forum too
http://www.propgfx.co.uk/forum/Blah.pl?m-1195382557/

Hybrid3D.jpg

Comments

  • BaggersBaggers Posts: 3,019
    edited 2007-11-20 22:47
    Hi All, I've been busy yet again, with work, but damn Coley·mentioned why don't I make it·handle a 4 colour·mode·cool.gif so here it is roll.gif

    http://www.propgfx.co.uk/Baggers/Games/Hybrid3D4Colour.binary

    http://www.propgfx.co.uk/Baggers/Games/Proto3D4Colour.binary

    http://www.propgfx.co.uk/Baggers/Games/Hydra3D4Colour.binary

    Enjoy, will convert 3D side to asm, with poly sort, then release it's source.

    With this demo, so far I still have >3K longs free too [noparse]:)[/noparse]

    4Colour3D1.jpg

    4Colour3D2.jpg
  • CardboardGuruCardboardGuru Posts: 443
    edited 2007-11-20 23:09
    Looks great!

    How doable is it to get the textures following the surface?

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    Help to build the Propeller wiki - propeller.wikispaces.com
    Prop Room Robotics - my web store for Roomba spare parts in the UK
  • BaggersBaggers Posts: 3,019
    edited 2007-11-21 08:05
    slow cos you'd basically have to have a full texture renderer, so you'd have to have UV's etc, and it would require a lot more calculations per pixel, and therefore slow down an awful lot.
  • CardboardGuruCardboardGuru Posts: 443
    edited 2007-11-21 08:55
    UVs?

    I'm trying to think what generation of games first had real time texture mapping. 8 bit micros didn't. ST & Amiga didn't as far as I recall. Was it some class of Pentium PC Perhaps?

    Wolf 3D and DOOM did, but they were raycasters, so that's a different easier case. Was it Quake?

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    Help to build the Propeller wiki - propeller.wikispaces.com
    Prop Room Robotics - my web store for Roomba spare parts in the UK
  • BaggersBaggers Posts: 3,019
    edited 2007-11-21 09:03
    386's iirc, and again iirc Descent was before Quake, and pentiums, and was also a fantastic multi-player game, spent many an dinner break playing that over lan at work [noparse]:)[/noparse]
  • CardboardGuruCardboardGuru Posts: 443
    edited 2007-11-21 09:18
    So that's before floating point co-processors and graphics accelerators then. And around 25 MHz. I remember we got a load of 486s at 33MHz, so typical 386s must have been below that. So it seems like it might be doable on a prop perhaps.

    ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
    Help to build the Propeller wiki - propeller.wikispaces.com
    Prop Room Robotics - my web store for Roomba spare parts in the UK
  • BaggersBaggers Posts: 3,019
    edited 2007-11-21 12:20
    to play at any speed, we had to reduce the screen down to a postage stamp size [noparse]:([/noparse] lol until we started getting 50Mhz 486's ( we originally played it on 33Mhz 486's I said 386's cos I think they were 386 compatible, don't know how fast, but compatible lol )
    and yes, before co-processors, and graphics accelerators, in fact, IIRC too, the graphics card I had in work at the time, had a bandwidth of ~ 1.5Mbps

    added vid of it in action http://www.youtube.com/watch?v=bm8423KRK_Y

    Post Edited (Baggers) : 11/21/2007 12:30:10 PM GMT
Sign In or Register to comment.