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-
- Amiga Texture Engine Demo
-
- 1.0
-
-
- ©1994-96 by HardSoft
-
-
- Date: 1996-01-23
-
-
-
- *******************************************************************************
-
- Before you start the program, please be aware of the following:
-
- The program is a bit "quick and dirty" at the moment, as it accesses the hard-
- ware directly, disables both multitasking and interrupts and in general is very
- "system unfriendly". Great care (or rather experience) has been taken not to
- f*ck the system up totally though, and I have run the program under many diff-
- erent situations on my Amiga 3000 during a long period of time without _any_
- craches, so it SHOULD work ok. I will however not take any responsibility what
- so ever for any kind of dataloss or failure directly or indirectly due to the
- use of this program. The behaviour of the program is not defined if it fails
- during initialization, for instance if not enough memory could be allocated, so
- do not run those important backups just as you are about to start ATED!
-
- *******************************************************************************
-
-
- Welcome to a small demonstration of a "fake" texture engine demo for the Amiga
- called Amiga Texture Engine Demo (or ATED in short)!
-
-
- Background:
- -----------
-
- This is a beta release of a texture engine that I started to code quite some
- time ago (I think it was in the autumn of 1994). I work on it once in a while,
- now and then, but as I have other things to do (like the university etc...)
- this project is somewhat in a coma. When I started on the texture engine, I had
- some goals in mind: to see how hard it could be to code this kind of stuff (I
- had read a small text about some "wolfenstein-techniques", which got the best
- of my curiosity), and to produce a playable game with a good story and "realis-
- tic looks and feels" (the latter might never be done). I also wanted to produce
- a 3D texture engine that do NOT require a PC or an AGA equipped 68020-Amiga.
-
-
-
- About this program:
- -------------------
-
- Well, there is actually very much to be said, but I don't remember it all, and
- I'll try to keep it short...
-
- This program is a demonstration of a certain kind of 3D realtime graphics which
- has grown extremely popular during the last couple of years, first known as
- "Wolf3D-style" and later as "Doom-style" graphics. Today I would guess it is
- more commonly called texture-mapped graphics. You may find texturemapped
- graphics in several games, such as Wolf3D, Blake Stone, Doom, Heretic, Descent,
- Dark Forces, Gloom, Quake etc.. The special kind of technique that I use in
- this program is a mix between the Wolf-tech and the Doom-tech. It is a "faked
- texture mapping" technique, which only "scales" the walls, roofs and floors to
- their virtual sizes on the screen. The technique can be greatly extended (as
- can be seen in Doom, for instance), but I have chosen to develop the program
- itself, rather than bothering with complex methods of ray-casting (which may
- come later, if I ever get any order in this 8.000+ lines assembler source).
-
-
-
- System requirements:
- --------------------
-
- · OS version: To start ATED from Workbench, you need kickstart 2.0+, otherwise
- kicstart 1.2+.
- · CPU: Any 68000+ CPU will do (unless you intend to run the 68020+
- version that is).
- · Memory: I guess you need some 1MB+ (I have, however, run an older
- version of ATED on an A500 with 0.5MB chip and 0.5 slow mem,
- which will ofcourse be the future goal for memory-consumtion).
- · Chipset: OCS/ECS or AGA will do. It will probably NOT work with any
- graphic cards, yet ;-)
- · Software: You need to have mathieeedoubbas.library and
- mathieeedoubtrans.library in your LIBS: path (purely for precalc-
- ulation, this will change!)
-
-
- Usage:
- ------
-
- To start ATED, double-click on the apropriate WB-icon, or enter its name from
- CLI. Which version to run? Well, the "0x0" version runs on any CPU, and makes
- the best out of the situation (uses 16-bit math on 68000/010, and 32-bit math
- on 68020+). The "000" version is optimized for 68000/010 Amigas, and the "020"
- version is optimized for 68020+ equipped Amigas. That should be easy enough.
-
- When you have started ATED, you have several in-game options to play around
- with:
-
- F1 - Distance shading on/off (well, only 64 colors is not good for shading,
- and AGA is not yet fully supported).
- F2 - Texturemapped floors and roofs on/off.
- F3 - "Bouncing" on/off
- F6 - Smaller view.
- F7 - Larger view.
- F8 - Smallest view (64x48)
- F9 - Medium view (160x120)
- F10 - Largest view (368x284, overscan)
-
- ESC - Exit ATED
-
- 1 - Select weapon 1
- 2 - Select weapon 2
- 3 - Select weapon 3
- Space - Reload weapon
-
- (well, the weapons are only sounds, not really anything destructive, but you
- have imagination, don't you?)
-
-
- Control:
-
- Use the joystick or keyboard (cursor-keys) to move around.
-
- Firebutton 1 / Left Amiga key - Strafe/run (if you press button first and
- then move left/right you will strafe, but
- if you first move around and then press
- the button while moving, you will run).
- Firebutton 2 / Left Alt - Fire gun
-
-
- There are some "hidden features" aswell... Try CTRL+F for a continous frames-
- per-second display.
-
-
-
- Comments:
- ---------
-
- Yes, the graphics is truely a dishonor to the Amiga society, but I am a progra-
- mmer, not a pixle artist, and right now I am only testing. If you feel like
- developing your own wall textures (and objects, when I have the time to include
- support for them in the code) and game-maps, feel free to contact me. The reason
- why I do not distribute the "developer kit" is because it is the worst fast hack
- I have done in a long time (it would be a discredit to my honor to release it).
-
-
-
- Future plans:
- -------------
-
- Huh?
-
- Well, I have LOTS of improvements in mind, especially some technical details,
- such as faster and more correct texture mapping, faster chunky to planar conv-
- ersion (I have even designed a _FAST_ hardware chunky to planar converter, on
- paper... Please contact me if you feel like brainstorming), fully multitasking
- program with no or only marginal "hardware hacking" (yes, on the Amiga you can
- do such a program without speed-loss). I also intend to move the non time-
- critical parts from the assembler-source into a C source (I have become more
- and more convinsed with the superiority of C when it comes to development, just
- have a look at my ray tracer 'RayLab', which was fully operational after just
- a week of coding). Then I intend to add AGA-support aswell, which is a bit
- tricky, as i do not have any AGA-machine within close range.
-
- Don't expect any new releases within the nearest future... If I am to do some
- coding, it would be on my raytracer anyway (check it out on the web:
- http://www.etek.chalmers.se/~e4geeln/raylab )
-
-
- Authors:
- --------
-
-
- - Programming and most graphics by:
-
- Marcus Geelnard (member of HardSoft)
-
- e-mail: e4geeln@etek.chalmers.se
- www: http://www.etek.chalmers.se/~e4geeln
-
- s-mail: Utbynäsgatan 11
- S-415 06 Göteborg
- Sweden
-
- phone: +46-(0)31-265497
-
-
-
- - Some graphics, clever ideas and beta-testing by:
-
- Olof Geelnard (member of HardSoft)
-
- s-mail: Utbynäsgatan 11
- S-415 06 Göteborg
- Sweden
-
- phone: +46-(0)31-265497
-
-