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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!)
-
-