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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Notable vector parts?
Some of the finest 3D vectors seen on the C64, atleast of the top of my head are:
The Last Traktor 3/Hz - amazing flatshaded stuff, EOR-filling taken almost to perfection (I can't recall seeing it much improved upon in demos since).
One-Der/Oxyron - The gouraud shading just kicks, sure some of the more complex objects may run a bit slow, but just the fact that it handles objects other than your standard convex ones is fantastic. Also, the first tetrahedron runs at a pretty respectable framerate.
Natural Wonders/Oxyron - Dither vectors, smooth and nice looking, simply taking things to another level.
Anyone have any other notable examples of great 3D stuff taken to almost perfection in a C64 demo to share? Or perhaps the first instance when something was seen?
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Quote: i still wonder how you "fill a vector" =D
Not that discussion again :)
The term probably comes from the old vector screens where you could get the cathode ray to draw lines (e.g. used for the Asteroids arcade game), and thus line based graphics was known as vector graphics, and when someone started filling the space between the lines it became filled vector graphics, or just filled vector for short. Not that strange really.
Quote:*holding my breath till X'08* :D
Yeah, that would be a good time to release it, if it's done.
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A Life in Hell Account closed
Registered: May 2002 Posts: 204 |
Quote: what is a wip? 7cycles/pixel sounds pretty impossible. lda # sta ,x ? -> small texture, everything precalced? or lda $00 sta $xxxx -> what?! :)
cheating way: make it so your texture co-ords mean that the texture can't be such that 1 texel < 1 pixel, set NMI to triger scale*7 cycles to incremener the texel pointers, lda zpage ; sta colourram
disclaimer: proabbyl wouldn't work :). also not _really_ 7 cycles/px ;). |
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fade Account closed
Registered: Mar 2002 Posts: 290 |
EVERY FUCKEN POLISH DEMO!!!!!!!!!!!!!!!!!!!!!!!! :) |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Quote: what is a wip? 7cycles/pixel sounds pretty impossible. lda # sta ,x ? -> small texture, everything precalced? or lda $00 sta $xxxx -> what?! :)
WIP = Work In Progress.
Hmm, seems I got my different ideas/routines mixed up, sorry! The one that I'm working on is actually 13 cycles/pixel. I have a number of different ideas for texture and gouraud routines, with the fastest for both of them being 3.5 cycles/pixel (lda# sta,x for two pixels.) Guess that's where I got the 7 cycles from. That one is just VERY limited when it comes to texture mapping, because of memory consumption, so it will only be able to handle a 16x16 triangle texture which is symmetrical on all axis. The gouraud version is more promising though.
So I decided to go with the 13 cycle version for tmapping, which is also limited to the same texture size, but it will be able to handle a lot of different textures (since each texture takes <1K) that could be used for e.g. a roundish object with different textures on each face, or combined to bigger faces where the division of the texture into smaller segments could add some perspective correctishness.
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
@Oswald: Thug Life/Essence does texturemapping with just one MOVE.B per pixel. And Oneder does gouraud with LDA ORA STA to render 4 (well actually 2) pixels.
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Burglar
Registered: Dec 2004 Posts: 1033 |
Quote: Seems like two of the most important vector parts haven't been mentioned yet.
First realtime filled vector in a C64 demo: My, Oh My/Light
First EOR-filled vector on C64: Elysion/Origo
Brutal III had realtime filled vectors before My, Oh My... |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
Yes, but it lacks 3D math.
And we shouldn't forget the vector demo by Sensible Software which was released in 1987 long before Light or other demo groups even thought about vectors at all. |
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Oswald
Registered: Apr 2002 Posts: 5022 |
Graham,
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
Oswald,
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Oswald
Registered: Apr 2002 Posts: 5022 |
hehe :) |
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