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Amiga CD-Sensation: Demos Are Forever
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Amiga CD-Sensation - Ausgabe 1 - Demos Are Forever (1996)(GTI - Schatztruhe)(DE)[!].iso
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rot.faq
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1994-04-10
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4-11-94
rot2=PONG. rot3d. :)
QUICK PLUG:
We also wrote an excellent PIM called On The Ball, a commercial
Calendar/ Addressbook/NotePad/Todolist program. By the time you read this
there should be English, French, and German native packages available. If
you have the means, I highly recommend you pick one up.
ROT3D REQUIREMENTS:
* Fast computer
* Math co-processor
* Fast Ram, 32 bit arch
* An A3000 and A4000 work great!
* See below for possibilities of no-math versions.
* 1.5Meg RAM (oops! :)
CONTROLS:
* Mouse in center of view window = stand still.
* Distance from mouse to center of view window= speed of rotation or
running.
* q = quit
* , = Dim light
* . = Increase light
* y = Auto rotate clockwise
* Y = Auto rotate counter-clockwise
* Numeric keypad controls movement
* SPACEBAR = open doors/secret doors (there are 2)
* l = Switch to always LORES mode
* h = Switch to always HIRES mode (good for fast computers)
* a = Auto-switch between LORES & HIRES when running and walking.
* Right mouse = freeze/unfreeze
SOURCECODE AVAILABLE:
It compiles under Aztec and should compile under SAS with _very_ little
work since it just compiled under SAS a little while ago. Anyone may use
the source for any purpose, just send us a copy of anything you release.
The source will be posted to Aminet:dev/misc/rot3dsrc.lha (approx 150k).
It is very easy to create your own dungeons and graphics for this demo,
once you get it to compile.
FUTURE WORK:
Our original intent was to develop rot into a Wolf3d like PD game.
We received many offers for help, but most fell through, and now we don't
have time to work on the engine any more. This will definately be the
last rot engine we release.
We are always happy to talk about the engine, possibilities for
speedups, etc. If you decide to use our souce and need a little help with
modifying it, contact one of the authors. We may even be coerced to do a
little work if we see a possible speedup or easy cool new feature. We
will also definately help to do a no-math version, see below... Also, if
we would love to talk to other authors who are writing their own routines.
NO MATH CHIP:
The current version is compiled using the math chip to do the floating
point calculations. We tried to substitute our FP math with INT math
twice, but both times, the result was a little slower and choppy (not
enough precision). We would really like to see someone take our
sourcecode and make a rot3d_no_math version and email us. We don't have
any experience and I'm sure there are plenty of people who could do this
quite easily. There is only 1 file you would need to change in the source
package: rot.c, and if you already have some experience with this sort of
thing, then you may be able to do it in asm in an hour or two. With our
variable size screen, the no_math verison would allow the other 80% of the
amigas to see rot3d at a decent speed! If you are interested in this,
PLEASE email us.
QUICK ENGINE OVERVIEW:
The reason why Amiga tmapping demos are inferior to IBM ones (Wolf3d,
DOOM, etc) is because the IBM has chunky graphics and the Amiga is planar.
For each pixel on the IBM, you can move the whole pixel with one
instruction. On the Amiga, for each pixel, you have to do several logical
operations to get the pixel from the appropriate byte in each plane, then
several more operations to put it back. There is an inherent ~8 times
slowdown on the Amiga in the heart of the engine.
One way to counter this is to pre-convert all your data into
chunky-like format. This is what rot does, but it is still slow in
comparison to the IBM. Each of 10 bitmaps (256 X 128 X 4) is preconverted
into a data file. Then, in real time, columns from the bitmaps are chosen
and shrunk to the appropriate height onto the screen. There is no true
texturemapping or rotating bitmaps.
The lighting is done by indexing the chunky texture into a light table
to get the light-adjusted setting. For another 32-64k of ram, you add
tables to get cool effects like: always-bright areas, always-dark areas,
glowing areas, etc with no slowdown.
OTHER TEXTURE MAPPING PROGRAMS:
* rot, rot2, rot3d :)
* tmapdemo (Aminet), By Chris Greene at Commodore.
* Amber Moon (commercial game)
* Legends of Valor (commercial game)
* wolf_3d -- Aminet:dev/misc (See Peter McGavin's speedup patch)
* Illusions demo (?? name)
* Cube-O-Matic (very old demo)
* There are probably a few other eurodemos I forgot to mention.
* I have seen half a dozen other wolf-like programs that were never released
as far as I know, and were mostly very slow.
AUTHORS:
School: (through 3/95?)
Jason Freund Gabe Dalbec
413-B Poplar Place 1150 East 8th Street #410
Birmingham, AL 35209 Tuscon, AZ 85719
205-802-7345 602-770-9561
Permanent:
690 Erie Dr. 789 Butterfly Road
Sunnyvale, CA 94087 USA Quincy, CA 95971 USA
408-732-0421 916-281-6600
Email:
freund@cis.uab.edu dalbec@cs.arizona.edu
Major Contributor: Chris Hames (Author of PC-Task!)