Right. Nice troll. Stratosphere looks pretty good though eh?

On 09/04/2008, Aleš Keprt <[EMAIL PROTECTED]> wrote:
>
> Guys, please be realistic. 3D on Sam sucks.
> /---
> Aley
>
> --------------------------------------------------------------------------
>
> ----- Original Message ----- From: "Thomas Harte" <
> [EMAIL PROTECTED]>
> To: <sam-users@nvg.ntnu.no>
> Sent: Tuesday, April 08, 2008 3:35 PM
> Subject: Attempts at 3d on the Sam?
>
>
> Hi,
>
> I've just discovered pyz80 and am having a fresh bash at some Sam
> projects. As I'm simultaneously working on a Freescape interpreter for
> the PC, my thoughts have inevitably turned to 3d on the Sam, even if
> it means a Freescape-style non-realtime display. I'm therefore curious
> about lots of things, and have a multitude of questions:
>
> — besides Stratosphere, the F16 demo and that brief gameover bit in
> Dyzonium, are there any other playable segments of games that
> demonstrate 3d graphics? I know there are some demos with bits of 3d
> graphics, but I figure that spending 256 kb on getting the fastest
> possible rotating cube isn't a helpful guide.
>
> — has it been established whether the animated gifs of Chrome featured
> on http://www.samcoupe.com/preview.htm represents the speed at which
> the game would play on a real, unexpanded Sam?
>
> — is there any speed advantage to using the ROM routines such as
> JDRAW, JPUT and/or JBLITZ? I appreciate that they are more general
> case than routines that it makes sense to write for a game, but as I
> understand it the ROM is uncontended?
>
> To be honest, I can imagine that something like Chrome could be done
> with a live update since most of the display doesn't change between
> most frames (it's just a bunch of vertical strips of colour that quite
> often change height and occasionally change colour), and the
> algorithms that are commonly used to calculate scenes such as that in
> Chrome make it really cheap to calculate out a minimal list of the
> required changes.
>
>

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