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 > _______________________________________________ > QL-Users Mailing List > http://www.q-v-d.demon.co.uk/smsqe.htm _______________________________________________ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm