I tried writing a game over the past few months - a block pushing
puzzle game - but unfortunately the range of different performing
systems out there, I couldn't assure it would work on all, or on any
original hardware. This was a big problem for me so I shelved it.

I will support this game by getting it when it's done, and by maybe
tinkering with my game a little more.

Dave

On Mon, Sep 24, 2012 at 8:39 AM, DougL <externa...@earthlink.net> wrote:
> Great! It's great to see this for the QL! I just wrote a considerable 
> extension for QUANTA Library's original 1986 Towers of Hanoi.
>
> Doug LaVerne 37830 USA
> Sent from my U.S. Cellular® Android phone
>
> Francois Lanciault <francoislancia...@hotmail.com> wrote:
>
>>Hello QL community,
>>
>>After many years of trying unsuccessfully to have fun writing software for 
>>other computers, I recently realized that I missed writing QL programs, 
>>especially 68000 assembly. I know that to maximize my motivation a project 
>>has to be challenging, as writing a chess program from scratch for the QL 
>>(Blackknight) was many years ago.
>>
>>So here is my project: I am currently writing a game for the QL. The game 
>>will be a fast paced 3D wireframe of the type "shoot everything you can as 
>>fast as possible or else you will crash onto it" I decided the game has to be 
>>fast and challenging, the graphics smooth and colorful. I also wanted to 
>>include some nice presentation screens using high color modes and maybe some 
>>kind of film sequence between the different levels.
>>
>>That was a month ago. I did not want to talk about it to soon because I was 
>>not sure it would be possible to achieve that kind performance on a QL. But 
>>now I think I can do it. As of today, the complete 3D engine is written and 
>>is performing well. It is a real 3D engine, not a pseudo 3D. You can navigate 
>>around in any direction, the object can have any shape and any movement, etc. 
>>It does take a lot of processing power from the QL, so I don't think a bare 
>>QL will be able to handle it but I am hoping that a GoldCard will be enough.
>>
>>For the moment the engine can achieve between 20 and 30 frames per second, 
>>depending of the complexity of the scene, running on a SuperGoldCard.
>>
>>The game will support the following system / graphics in its first iteration
>>
>>Standard QL mode 4 : very little flickering, 4 colors only, good performance 
>>in fps
>>Standard QL mode 8 : very little flickering, 8 colors, fat ugly dots, best 
>>performance in fps
>>
>>Minerva QL mode 4 : No flickering, 4 colors only, good performance in fps
>>Minerva QL mode 8 : No flickering, 8 colors, fat ugly dots, best performance 
>>in fps
>>Minerva QL mode 4 : Lots of flickering, 10 colors, bad performance in fps
>>Minerva QL mode 8 : Lots of flickering, 27 colors, fat ugly but colorful 
>>dots, bad performance in fps
>>
>>Aurora QL mode 16 : little flickering, 16 colors, sharp graphics, worst 
>>performance in fps
>>
>>I don't think I will do an Aurora 256 colors version. Not because it is 
>>difficult, but because it really gonna be too slow.
>>
>>As I don't have a Q40 or QPCII, I am not doing anything to support their 
>>additional graphic modes, but maybe sometime in the future I will look into 
>>that too.
>>
>>Feel free to ask any question, any word of encouragement is also welcome !
>>
>>François Lanciault
>>_______________________________________________
>>QL-Users Mailing List
>>http://www.q-v-d.demon.co.uk/smsqe.htm
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