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Demos Amiga Demoscene Archive Forum / Demos / Real 3D on OCS/ECS ?
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Anonymous
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#1 - Posted: 6 Apr 2006 07:22
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Hi!
I'm new here.

Since this is a site dedicated to Amiga Demos, it might be easiser to find :-)

I'm searching for Demos with real 3D in it. I know, on 680x0 machines with 25MHz and more it is no problem.

Possibly some guys tried to use the AMIGA Blitter as some "Voxel/Polygon" generator and the processor for some 3D calculation for having fullscreen 3D scenes with some real textures, Bump Mapping, volumetric lightning, and so on.

I know Demos like the 3D Demo (2) , but they show only Vectors... no full scene 3D.
rahow
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#2 - Posted: 6 Apr 2008 22:16
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there is an A500 demo by PMC that is a full 3D scene ... but only flat, i never seens any real mapping or else on A500 (and non-accelerated A1200 have thoses effects only on simple polygon as cube or a bit more ... )
Else there is the Odyssey/Alcatraz, but it mix 2D background ... except for one scene ... maybe not what you are searching for
rload
Member
#3 - Posted: 8 Apr 2008 00:20
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Opening scene of Hideous Mutant Freaks by Spaceballs on A500 has envmapped 3d scene with motion blur (done by some blitter trick I think. A bit ala Darkroom). Also psychokiller has goraud shaded "objektet" object.
rload
Member
#4 - Posted: 8 Apr 2008 00:22
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It isn't the opening after all. it is in there near then end though

http://ada.untergrund.net/showdemo.php?demoid=106
sp_
Member
#5 - Posted: 8 Apr 2008 04:43
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World scenes with Linear txturemapping and envmapping is possible even on a 7mhz computer. The blitter is used to convert chunky to planar, the polygonfiller is made using SMC interpolation. Shading is difficult to do fast. One aproach will be to use multiple shaded txtures. but then the 1 meg of memory will limit you.

16 colors 160x100 resolution.

Never done in a demo yet. ;)
xeron
Member
#6 - Posted: 8 Apr 2008 12:30
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Well, sp_, keep at it. We're all dying to see it :-)
Toffeeman
Member
#7 - Posted: 8 Apr 2008 14:40
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So if OCS can do that in 16 color 160x100 resolution mode what can a stock A1200 do ? And when are we going to see this www.youtube.com video ;0)
movew
Member
#8 - Posted: 8 Apr 2008 21:24 - Edited
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...fake lightmaps are standard procedure and yes, they take up some memory. However, the underlying generalized linear texturemapping on A500 is a different story. We have seen A500 "texturemapping" for special cases only ("How to skin a cat" by Melon comes to mind, see screen #$6 of that demo here).

sp: I would love to see this 2x2 mapper in action :b Btw, what do mean by SMC interpolation? Self-modifying code (bad idea in terms of 020+ compatibility) or even Sequential Monte Carlo method? Or maybe it's nothing fancy at all :)

I really enjoy the fact that some people put effort into exploring new terrain on A500, keep it up !!
Toffeeman
Member
#9 - Posted: 8 Apr 2008 21:56
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Yeah he means self modified code. I think one of the first demos to use this method for texture mapping was Shaft 7 by Bomb. It allows 1 pixel per instruction and yeah you need to make sure the cache is disabled when doing SMC.

http://ada.untergrund.net/showdemo.php?demoid=255

Haven't noticed this prod before:-
http://ada.untergrund.net/showdemo.php?demoid=600
http://www.pouet.net/prod.php?which=26920&howmanyc omments=-1

From the coder of that prod:-

"all effects are 2*2 16 color c2p... some have 1*2 16 color (fake)...
the entire intro was intended as a c2p speed test between amiga and atari st...

needs 1 mb chip... or at least 256 kb chip and 1 mb fast to fly...
there is a music selector ... just press 1 or 2 to select a song...

best views on a500/a1000 or a2000... (hope so ;) )

was real fun to code on amiga again... ;)"
movew
Member
#10 - Posted: 8 Apr 2008 22:41
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Cool! Interesting technique...smc mapper! Thanks for pointing that out! I will meditate on that :) I completely missed the "caches off" option, that's why I discarded smc early. What a n00b I was - never heard of smc t-mapping :)

The screenshots of the Bomb-production look intriguing (the chocolate-wrapper!). I got to check out this OCS Cream 128k-intro, very interesting... I will watch these two gems shortly.

ADA is a treasure chest!
z5_
Member
#11 - Posted: 8 Apr 2008 23:04
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@toffee: a bit off-topic but ultra, the coder of 18 years, has posted some stuff here. There was an interview with him in the last hugi, iirc. He's working on an A500 demo with a target release at Assembly. Should be something to look forward to.
dodke
Member
#12 - Posted: 8 Apr 2008 23:59
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let's hope most people finish their a500 stuff for assembly then, might be an interesting compo... :)
Toffeeman
Member
#13 - Posted: 9 Apr 2008 01:28
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@movew: I found out about the SMC mapper on here to and thought what a cool/clever/cunning trick ! It was like when I found out about Chaos of Sanitys register 102 trick. Pure demo code !

I think the SMC idea comes from Atari ST demo coders (but I could be wrong) where its unique/crazy bitplane structure works efficiently with the movep instruction for doing SMP.

:z5 Weird you mention Hugi as I was reading it for the first time Yesterday ! I will try and find that interview with Ultra. He seems to prefer the ST over the Amiga from his comments on Pouet because his SMC code works better on it. Hopefully sp can prove him wrong. Anyway the Amiga destroys the ST at everything else :)
Toffeeman
Member
#14 - Posted: 9 Apr 2008 01:45
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Found the interview with Ultra here:-

http://www.hugi.scene.org/online/hugi34/hugi%2034% 20-%20demoscene%20interviews%20adok%20interview%20 with%20ultra%20orb.htm

Looks like sp might have some competition.
dodke
Member
#15 - Posted: 9 Apr 2008 02:32
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I've heard of at least 2 other planned a500 demos for assembly as well...
rahow
Member
#16 - Posted: 9 Apr 2008 20:01
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mmmm, is the Mutant Freak really work on an A500 ?___?

(dead link ... cannot see ...)
z5_
Member
#17 - Posted: 9 Apr 2008 20:38
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(dead link ... cannot see ...)

download here
rahow
Member
#18 - Posted: 9 Apr 2008 21:27
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seen it on my 030 !! I Suppose it run at the same speed on a A500 ...

a lot of offset mapping, and the blur technique if maybe a kind of "bitplane stroboscope" ... but anyway on a A500 O___O
britelite
Member
#19 - Posted: 10 Apr 2008 08:15
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Well, it doesn't run the same speed on an A500 ;)
movew
Member
#20 - Posted: 10 Apr 2008 12:44 - Edited
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britelite is right, of course:
Well, it doesn't run the same speed on an A500 ;)

I mentioned the framerate issue to Slummy on IRC during last Breakpoint, and he was cool about it, quote:
slummy: "true :) if I ever make a new one I'll have to be stricter regarding the framerate.. ;)"

I have to say I rather watch HMF on something faster than A500, but then, the demo is fast enough on A500 and one of my favourites of all time ;)
rahow
Member
#21 - Posted: 10 Apr 2008 19:38
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"the demo is fast enough on A500"

Ok it fit to me ^^
Krishna
Member
#22 - Posted: 18 Jul 2008 11:58
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Have a look at Voyage by Razor done in 1991 for The Party :

http://www.youtube.com/watch?v=xkJxOO5GghY

Cool mapper in 1991 :)

I like also another technique for mapping, it's not SMC, it's the code used by Oxbab in Cuzco (by Oxygen), the mapper works in linear without any C2P. The demo is for 1200 without any accelerator card but the mapper can work on an A500. In Cuzco, mapping is done in 4 pls by the cpu and a shading is done with blitter in 4 bpls.

@Toffeeman : have you a sample about the 102 trick, in fact I've never seen a code commented about this point. I made a zoomer with that but only a zoomer, not something zomming or dezooming for each scanline, it should be very hard to implement.
Toffeeman
Member
#23 - Posted: 20 Jul 2008 16:53
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@Krishna: The 102 technique is using the Copper to adjust the scroll register value across the scan line to shrink it. I think you can shrink the line by 16 pixels so if you need more zoom than that you need some stored bitmaps at increments of 16 pixels.

Examples of this include:-

Sanity - Jesterday zoomer/star wars scroller
Kefrens - Desert Dream rotating box
Sanity - WOC 3d credits part

The only game I've seen it used in is Brian The Lion. There was a link to some comments about it which I will have to find later.
Angry Retired Bastard
Member
#24 - Posted: 21 Jul 2008 14:28 - Edited
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Are you sure the effect in desert dream doesn't only use prescaled lines? Considering the low range of zooming and that it's only a single texture I wouldn't be surprised if it uses the "lazyer" approach.
Toffeeman
Member
#25 - Posted: 21 Jul 2008 16:43
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I was sad enough to look at the Copper list of this effect in the Desert Dream and there were a lot of moves to register 102 on each scan line ;0)
Toffeeman
Member
#26 - Posted: 27 Jul 2008 17:01
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Here is an example of the 102 effect being used in Brian The Lion.

http://www.youtube.com/watch?v=mZzeA6JmRqc&feature =related
sdw
Member
#27 - Posted: 1 Aug 2008 23:55
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I think I just witnessed a very good example of texturemapping etc. on OCS/ECS on the stream from Assembly oldschool compo...
z5_
Member
#28 - Posted: 2 Aug 2008 00:07
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The Unique/Parallax/RNO and Dekadence A500 demo looked interesting indeed. As a non-coder, i always fail to judge if a demo is technically impressive or not though. Looking forward to seeing it again and hoping to grasp a bit of info from knowledgeable people on here.
dodke
Member
#29 - Posted: 2 Aug 2008 13:09
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our demo was shown without the other audio channel. it should be shown again right before the real wild entries but unfortunately there's no way to affect the voting anymore :/
z5_
Member
#30 - Posted: 2 Aug 2008 13:13 - Edited
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That's a pity. I had the impression that there was something wrong/strange with the tune.

Really looking forward to seeing it again. Any download link?
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A.D.A. Amiga Demoscene Archive, Version 3.0