@s_t_s: It was meant to be oldschool - as name says - and even music has been "oldschooled" as much as possible - I know it can hurt :) Anyway people on the party liked it enough to give it 1st place :P
@BBM_DMG- yes, we hoped no one will notice... Up to now :) It's specific hardware limitatio
Some technicall information about Back To Old School Demo:
- all effects are computed in RT - no precalculations - rotations and perspective are calculated without multiplications/divisions - lightsource effect is computed fully with surface normal vector calculations - thanks to STe hardware, mirror on bottom border takes 0% processor time (unfortunatelly there are drawback so mirror isn't upside down :( ) - probably first atempt on ST computers to Sutherland-Hodgman generalized clipping algorithm (clipping after polygon, very computional expensive) - very fast and flexible blitter filling routine with new masks/offsets blitter computation idea - no more addx, whole process for one pair (offset/mask) takes only 16 cycles m68k
5 comments
Not a bad demo, pretty oldschoolish with ugly coders colors and ears killing music. Pretty enjoyable but won't surely run it twice.
Reflections are upside down...or rather they should be but aren't ;-)
Thank you guys for comments :)
@s_t_s: It was meant to be oldschool - as name says - and even music has been "oldschooled" as much as possible - I know it can hurt :) Anyway people on the party liked it enough to give it 1st place :P
@BBM_DMG- yes, we hoped no one will notice... Up to now :) It's specific hardware limitatio
Some technicall information about Back To Old School Demo:
- all effects are computed in RT - no precalculations
- rotations and perspective are calculated without multiplications/divisions
- lightsource effect is computed fully with surface normal vector calculations
- thanks to STe hardware, mirror on bottom border takes 0% processor time (unfortunatelly there are drawback so mirror isn't upside down :( )
- probably first atempt on ST computers to Sutherland-Hodgman generalized clipping algorithm (clipping after polygon, very computional expensive)
- very fast and flexible blitter filling routine with new masks/offsets blitter computation idea - no more addx, whole process for one pair (offset/mask) takes only 16 cycles m68k
@BBM_DMG in addition to what Wieczor said, valid reflection was tested but unfortunately it took more CPU time than was planed.
@Cyprian - a graphician pointed out not a coder. Lol