Re: Attempts at 3d on the Sam?

2008-07-11 Thread Thomas Harte
Most of my thinking was just that if the left and right clip planes
were freely positionable rather than hardwired to be at x = ±z then
portal rendering would be extremely cheap. So if you're in a convex
room A, which has one 'wall' W that is actually a doorway to convex
room B then you can draw all of A, adjust the clip planes so that
you're only allowing drawing to the left/right extent of W, then draw
room B. And so on. With vertical fixed height walls you can get away
with only supporting movable vertical clip planes.

Of course, it'll look pretty jumpy if increasing precision in my
matrix calculation stuff doesn't have a strong enough effect. But
that's scheduled for after I've made some multiplication improvements.

On Fri, Jul 11, 2008 at 10:58 AM, Colin Piggot <[EMAIL PROTECTED]> wrote:
> Thomas Harte wrote:
>> Oh, but it did also occur to me that I could create a convex-sector
>> and vertical portal Wolfenstein-type thing for just an extra couple of
>> multiplies per vertex.
>> 
>> Then maybe use coherence stuff to produce a filled display,
>> so you're mostly just extending or shrinking already filled areas of
>> the screen frame-to-frame rather than having to carry the costs of a
>> full redraw. Which I think you said was what Chrome was up to?
>
> Yes, Chrome was just going to extend or shrink what was already drawn there,
> and redraw complete strips only when there had been a sprite drawn over the
> top.
>
> It was something I was thinking of - your maths could be used for that sort
> of style of 3D engine, and sounds like you have all the bases covered
> already! Essentially, just hold a map with the 2D wall positions, your maths
> code would then calculate which walls were visible and where, then just draw
> the walls - either vector or filled.
>
> Colin
> =
> Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
> 1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
> Website: http://www.samcoupe.com/
>
>


Re: Attempts at 3d on the Sam?

2008-07-11 Thread Colin Piggot
Thomas Harte wrote:
> Oh, but it did also occur to me that I could create a convex-sector
> and vertical portal Wolfenstein-type thing for just an extra couple of
> multiplies per vertex.
> 
> Then maybe use coherence stuff to produce a filled display,
> so you're mostly just extending or shrinking already filled areas of
> the screen frame-to-frame rather than having to carry the costs of a
> full redraw. Which I think you said was what Chrome was up to?

Yes, Chrome was just going to extend or shrink what was already drawn there,
and redraw complete strips only when there had been a sprite drawn over the
top.

It was something I was thinking of - your maths could be used for that sort
of style of 3D engine, and sounds like you have all the bases covered
already! Essentially, just hold a map with the 2D wall positions, your maths
code would then calculate which walls were visible and where, then just draw
the walls - either vector or filled.

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
Website: http://www.samcoupe.com/



Re: Attempts at 3d on the Sam?

2008-07-11 Thread Thomas Harte
Oh, but it did also occur to me that I could create a convex-sector
and vertical portal Wolfenstein-type thing for just an extra couple of
multiplies per vertex. That'd mean you could use vectors to draw the
outlines of walls but everything would be clipped so that there was no
ability to see through walls; they'd look solid but all the same
colour. The camera would need to be kept level anyway, so you could
throw in some more explicit vertex mirroring and probably up the
framerate. Then maybe use coherence stuff to produce a filled display,
so you're mostly just extending or shrinking already filled areas of
the screen frame-to-frame rather than having to carry the costs of a
full redraw. Which I think you said was what Chrome was up to?

If you wanted filled graphics then I guess you'd be looking at fixed
height walls or arbitrary angle. So it wouldn't be exactly like
Wolfenstein - you'd lose texturing but gain flexibility in shape.

I think that's best attempted as a fork of the code though, so if I
attempt it at all then it'll be after everything else is neatly tied
up. I continue to dither over whether to switch to Jam from Pyz80.

On Thu, Jul 10, 2008 at 7:36 PM, Thomas Harte <[EMAIL PROTECTED]> wrote:
> I'm still chipping away at optimisations, little by little. I've been
> distracted by my PC remake of the Freescape engine*, but haven't stopped
> working on the Sam stuff. The code is now roughly 28% faster than the
> version that I submitted for Sam Revival, and I'm not done yet.
>
> Filled polygons shouldn't be an insurmountable problem. In fact, they should
> be noticeably faster than the version from before I switched to vector
> outlines. The main problem is that not using the stack pointer for polygon
> filling will obviously slow that down by a huge amount, but continuing to
> use the end of frame interrupt for triple buffering and timing would lead to
> the occasional stray four pixels of random colour. In fact, it'd be very
> occasional because it'd only happen if the interrupt fired while the CPU was
> drawing the last four pixels of a scanline. I guess the final decision on
> what to do about that would depend on whether the engine was being used for
> anything that was meant to be close to a realtime game.
>
> My suspicion is that something sufficiently sparse that didn't run
> full-screen would actually be playable in real time with solid graphics. But
> I've yet to try to prove it.
>
> Incidentally, having watched I, Of the Mask a few times, I think it has
> exactly this problem — though obviously being a Spectrum game it leaves more
> 16 pixels of junk on screen. I'm not completely sure though.
>
> In terms of the engine's functionality, I'd like to get Elite-style movement
> (i.e. incremental rotations around local axes rather than Euler angles and
> progressive global axes) in there before calling it 'complete'.
>
> For a game, I prototyped a tennis game but it didn't seem to be fun whatever
> I did. So now I'm not really sure.
>
> * I know it's definitely not what this list is for, but Windows and OS X
> betas are available from http://tinyurl.com/66wr29
>
> On 10 Jul 2008, at 16:06, Colin Piggot wrote:
>
>> Thomas Harte wrote:
>>>
>>> I think I'm running out of optimisation ideas now, which is not to say
>>> that there aren't any, just that I haven't had them yet and may never
>>> have them. So it's time to start implementing an actual game.
>>
>> Anything in mind at this stage for a game, and how feesible would it be to
>> impliment shading to the code as it stands? (going back to one of the
>> original ideas of being like a Freescape style engine)
>>
>>
>>> Would anyone be at all interested in my code, packaged as a public
>>> domain library of functions? I'll probably eventually do that anyway,
>>> but I'm curious.
>>
>> Yeap, certainly. I had a few ideas on what could be done with the maths
>> sides alone.
>>
>> Colin
>> =
>> Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
>> 1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
>> Website: http://www.samcoupe.com/
>>
>
>


Re: Attempts at 3d on the Sam?

2008-07-10 Thread Thomas Harte
I'm still chipping away at optimisations, little by little. I've been  
distracted by my PC remake of the Freescape engine*, but haven't  
stopped working on the Sam stuff. The code is now roughly 28% faster  
than the version that I submitted for Sam Revival, and I'm not done yet.


Filled polygons shouldn't be an insurmountable problem. In fact, they  
should be noticeably faster than the version from before I switched to  
vector outlines. The main problem is that not using the stack pointer  
for polygon filling will obviously slow that down by a huge amount,  
but continuing to use the end of frame interrupt for triple buffering  
and timing would lead to the occasional stray four pixels of random  
colour. In fact, it'd be very occasional because it'd only happen if  
the interrupt fired while the CPU was drawing the last four pixels of  
a scanline. I guess the final decision on what to do about that would  
depend on whether the engine was being used for anything that was  
meant to be close to a realtime game.


My suspicion is that something sufficiently sparse that didn't run  
full-screen would actually be playable in real time with solid  
graphics. But I've yet to try to prove it.


Incidentally, having watched I, Of the Mask a few times, I think it  
has exactly this problem — though obviously being a Spectrum game it  
leaves more 16 pixels of junk on screen. I'm not completely sure though.


In terms of the engine's functionality, I'd like to get Elite-style  
movement (i.e. incremental rotations around local axes rather than  
Euler angles and progressive global axes) in there before calling it  
'complete'.


For a game, I prototyped a tennis game but it didn't seem to be fun  
whatever I did. So now I'm not really sure.


* I know it's definitely not what this list is for, but Windows and OS  
X betas are available from http://tinyurl.com/66wr29


On 10 Jul 2008, at 16:06, Colin Piggot wrote:


Thomas Harte wrote:
I think I'm running out of optimisation ideas now, which is not to  
say

that there aren't any, just that I haven't had them yet and may never
have them. So it's time to start implementing an actual game.


Anything in mind at this stage for a game, and how feesible would it  
be to

impliment shading to the code as it stands? (going back to one of the
original ideas of being like a Freescape style engine)



Would anyone be at all interested in my code, packaged as a public
domain library of functions? I'll probably eventually do that anyway,
but I'm curious.


Yeap, certainly. I had a few ideas on what could be done with the  
maths

sides alone.

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
Website: http://www.samcoupe.com/





Re: Attempts at 3d on the Sam?

2008-07-10 Thread Colin Piggot
Thomas Harte wrote:
> I think I'm running out of optimisation ideas now, which is not to say
> that there aren't any, just that I haven't had them yet and may never
> have them. So it's time to start implementing an actual game.

Anything in mind at this stage for a game, and how feesible would it be to
impliment shading to the code as it stands? (going back to one of the
original ideas of being like a Freescape style engine)


> Would anyone be at all interested in my code, packaged as a public
> domain library of functions? I'll probably eventually do that anyway,
> but I'm curious.

Yeap, certainly. I had a few ideas on what could be done with the maths
sides alone.

Colin
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
Website: http://www.samcoupe.com/



Re: Attempts at 3d on the Sam?

2008-06-17 Thread Thomas Harte
Sorry! Gmail identified this message and, so far, this message only as
spam. So I haven't seen it until today...

The only slight problem is that I'm dividing one fixed point 8.8
number by another, not one 8 bit number by another. Apart from having
either a very coarse z-axis or a very short one, that would mean
either that only objects at z=1 could rotate so that lines start from
any pixel and, as a result, objects at further z values are incapable
of being towards the outside of the screen, or that nearby objects
were jumping all over the place. Much more than they already do
(though I think I'm still mostly blaming limited sine table precision
after several multiplies for that, but if implementing 2.14 fixed
point for those limited parts doesn't fix it then I'll have to
rethink).

Anyway, one of the speed-ups I have recently made (subsequent to my
Sam Revival submission) is a 64 kb table to turn perspective divides
into multiplies. I'm actually using the table to get 64/z, doing a
vector multiply with that on (x, y) then doubling x and adding half of
its current value to y so as to multiply it by 1.5. Oh, except that
I'm actually doing something like 62/z so as to avoid small clipping
errors causing off-screen coordinates.

All of that has more than halved the amount of time I spend on
projection and finally made projection cost less than transform (which
is 9 table-based multiplies and a lot of adding, and was the co-focus
of this weekend's optimisation spree).

I think I'm running out of optimisation ideas now, which is not to say
that there aren't any, just that I haven't had them yet and may never
have them. So it's time to start implementing an actual game.

Would anyone be at all interested in my code, packaged as a public
domain library of functions? I'll probably eventually do that anyway,
but I'm curious.

On Tue, Jun 3, 2008 at 4:51 PM, Geoff Winkless <[EMAIL PROTECTED]> wrote:
> Talking about division through multiplication and a table lookup, On Tue, 3
> Jun 2008 08:28:21 -0700, "Simon Cooke" <[EMAIL PROTECTED]> wrote:
>> Never implemented it, but the principle is sound. It's not tremendously
>> different to a reciprocal table.
>
> I never implemented it on z80 but I did do the same on ARM (where it gives
> you a massive win since there's a MUL instruction but no DIV).
>
> Without wanting to teach egg-sucking, it's fairly simple in concept: you
> just multiply the two numbers then shift the result down.
>
> So to divide an 8 bit number in L by 14, you need to multiply by (256/14)=
> 18(ish) then use the H register as your result... so that gives you
> (effectively)
>
>  L * (256 / 14) / 256
>
> The 256's cancel each other out, so you end up with
>
>  L * (1 / 14)
>
> Obviously there's a loss of accuracy but it does mean you can get away with
> a table of 256 bytes for an 8 bit divide.
>
> My problem is you still end up having to do a multiply, which (on z80) is
> way too slow. I'd be tempted to use a 64kiB divide table and to hell with
> it.
>
> Geoff
>
>


Re: Attempts at 3d on the Sam? OT Jam Assembler

2008-06-07 Thread David Brant

Hi

Memory overflow error is when your org address has gone over 65535 or dump 
address has gone over 32767 if you had the command dump 1,70 or something 
like that. Hope this helps if not send me your code and I will have a look.


Dave

- Original Message - 
From: "Tobermory" <[EMAIL PROTECTED]>

To: 
Sent: Saturday, June 07, 2008 11:23 AM
Subject: RE: Attempts at 3d on the Sam? OT Jam Assembler


Anyone else getting an error when compiling?:

Error: C:\JAM\O3D\OPENsource.s: Memory overflow! At Line 42

This points to an include into the last page of my project.  Any ideas
David?
Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of David Brant
Sent: 30 May 2008 17:56
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

You can also import comet source directly into Jam Assembler from a SAM disk

image or file.

Dave

Jam Assembler download http://myweb.tiscali.co.uk/stoneddesign

- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Friday, May 30, 2008 10:39 AM
Subject: Re: Attempts at 3d on the Sam?




On 30 May 2008, at 00:33, Thomas Harte wrote:


Did you produce any demos with Open3d that I could just load up and
view, without having to assemble? I didn't own COMET back in the  day,
don't have a way to transfer disks to disk images anyway, and  World of
Sam lists it as "not yet approved" for distribution.


Hi,

It looks like Comet is available from Edwin's own website here:

http://www.samcoupe-pro-dos.co.uk/edwin/software/comet/comet.htm

Edwin - i would it be okay by you, if I enable the download on WOS as
well?

Cheers,
Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --







RE: Attempts at 3d on the Sam? OT Jam Assembler

2008-06-07 Thread Tobermory
Anyone else getting an error when compiling?:

Error: C:\JAM\O3D\OPENsource.s: Memory overflow! At Line 42

This points to an include into the last page of my project.  Any ideas
David?
Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of David Brant
Sent: 30 May 2008 17:56
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

You can also import comet source directly into Jam Assembler from a SAM disk

image or file.

Dave

Jam Assembler download http://myweb.tiscali.co.uk/stoneddesign

- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 30, 2008 10:39 AM
Subject: Re: Attempts at 3d on the Sam?


>
> On 30 May 2008, at 00:33, Thomas Harte wrote:
>
>> Did you produce any demos with Open3d that I could just load up and 
>> view, without having to assemble? I didn't own COMET back in the  day, 
>> don't have a way to transfer disks to disk images anyway, and  World of 
>> Sam lists it as "not yet approved" for distribution.
>
> Hi,
>
> It looks like Comet is available from Edwin's own website here:
>
> http://www.samcoupe-pro-dos.co.uk/edwin/software/comet/comet.htm
>
> Edwin - i would it be okay by you, if I enable the download on WOS as 
> well?
>
> Cheers,
> Andrew
>
> -- 
>  ---   Andrew Collier 
>    http://www.intensity.org.uk/ ---
>   --
>
> 




Re: Attempts at 3d on the Sam?

2008-06-06 Thread Colin Piggot
Thomas wrote:
> I've submitted to Colin a tiny little demo of the 'engine' up to the
> point of the most recent youtube video and it is my current
> understanding that it'll be on the disk with Sam Revival 22.

Yeap, that'll feature on the coverdisk with 22, along an article from
Thomas. The coverdisk will also feature Burglar Bob, the last commercial
release by Jupiter Software which will have a bit of a graphical revamp for
it's re-release. Another confirmed article is a look back at what happened
to Manic Miner The Lower Caverns - a sequel of the classic Manic Miner that
was to have featured new levels, improved graphics and new music, quite a
lot of input to this article from people involved with some of the new
levels only coming to light recently after sitting idle on a floppy disk for
13 years since they were drawn.

The mag should be out in about 2 weeks time.

Colin.
=
Quazar : Hardware, Software, Spares and Repairs for the SAM Coupe
1995-2008 - Celebrating 14 Years of developing for the SAM Coupe
Website: http://www.samcoupe.com/



Re: Attempts at 3d on the Sam?

2008-06-06 Thread Thomas Harte
I think I might have read that one while researching - the one in
which the argument is basically "Wolfenstein 3d must be possible
because all the individual parts of the engine are simple" versus
"scrolling the screen is even more simple, but the Sam doesn't seem to
have the horsepower for that"?

At least this time I'm actually going to release some code. I've
submitted to Colin a tiny little demo of the 'engine' up to the point
of the most recent youtube video and it is my current understanding
that it'll be on the disk with Sam Revival 22.

Re: the precision issue, the location of each point ends up
effectively being the sum of three numbers, each of them the product
of at least three numbers. And each of my table based multiplications
is likely to lose accuracy in at least the low bit, so the compounded
loss of accuracy is almost certain to have a visible effect.

I'm going to switch to a 2.14 fixed point scheme for matrix
preparation. It'll cost a bit more per-object but no more per-vertex.
And it's a much better idea if I want to implement proper local-axis
rotations ala Elite rather than the hodge bodge of local and global
axes that you get with Euler angles.

On Fri, Jun 6, 2008 at 3:51 AM, Simon Cooke <[EMAIL PROTECTED]> wrote:
> I'm amused... was just doing a search for some old friends on Google, and lo 
> and behold... we were talking about trying to get a good 3D renderer going 
> back in 1995.
>
> Some things never change ;-)
>
> Si
>
>


RE: Attempts at 3d on the Sam?

2008-06-05 Thread Simon Cooke
I'm amused... was just doing a search for some old friends on Google, and lo 
and behold... we were talking about trying to get a good 3D renderer going back 
in 1995.

Some things never change ;-)

Si



RE: Attempts at 3d on the Sam?

2008-06-03 Thread Geoff Winkless
Talking about division through multiplication and a table lookup, On Tue, 3
Jun 2008 08:28:21 -0700, "Simon Cooke" <[EMAIL PROTECTED]> wrote:
> Never implemented it, but the principle is sound. It's not tremendously
> different to a reciprocal table.

I never implemented it on z80 but I did do the same on ARM (where it gives
you a massive win since there's a MUL instruction but no DIV). 

Without wanting to teach egg-sucking, it's fairly simple in concept: you
just multiply the two numbers then shift the result down.

So to divide an 8 bit number in L by 14, you need to multiply by (256/14)=
18(ish) then use the H register as your result... so that gives you
(effectively)

  L * (256 / 14) / 256

The 256's cancel each other out, so you end up with

  L * (1 / 14)

Obviously there's a loss of accuracy but it does mean you can get away with
a table of 256 bytes for an 8 bit divide. 

My problem is you still end up having to do a multiply, which (on z80) is
way too slow. I'd be tempted to use a 64kiB divide table and to hell with
it. 

Geoff



RE: Attempts at 3d on the Sam?

2008-06-03 Thread Simon Cooke
Never implemented it, but the principle is sound. It's not tremendously
different to a reciprocal table.

Si

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: Monday, June 02, 2008 4:10 AM
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Two replies in one, please bear with me...

Tobermory:

25 fps is probably more than my code is getting most of the time. Most
of the time it varies between about 10 fps for a close-up view of the
most detailed part of the Cobra Mk 3 to 50 fps for a middle distance
or beyond view of the box. I think that "towards 20" is probably where
it spends most time. The code only processes points that are connected
to lines that may be actually visible (i.e. after hidden face removal,
before clipping), so geometry costs go up and down as well as
rasterisation. I'm still nothing like done on optimisation though, so
hopefully things will improve.

I agree that precision is visually lacking in some areas. I'm not sure
if it's just the number formats I've picked or if I'm short-sightedly
throwing it away somewhere. The Adder model at the start of the
clipping video shows the most obvious problems, but it's tiny -
something like 64 units across, i.e. 1/4 of a unit in the fixed point
scheme. The Cobra Mk 3 is more like 256 units across so shows a lot
less jumpiness when viewed so that it fills a screen for obvious
reasons. Then the cube is 512 units across, which probably also helps
to explain its superior appearance.

I'm not sure if those units are the same as Elite units. I've grabbed
the geometry from some VRML files of the Elite ships that I found on a
fan page, not from the original source or anything that identifies
itself as necessarily a direct derivative of it. So they probably do,
but may not.

The engine is currently limited to individual objects that are at most
1535 units across, but that's really only a limit on the maximum
separation of geometry that is listed as clustered around a single
point. In theory the code and data structures could allow for superset
models that connect geometry from lesser models, but it'd probably
mean transforming (but not projecting) points before the engine knows
whether they'll actually be used. And the maximum length of a vector
that can be clipped is still just 4095 units. Though by then we're
talking about 1/16th of the entire playfield.

It's very possible that the composite rotations are part of the
problem. Sine and cosine tables are stored in the same 8.8 fixed point
format as elsewhere, so building each rotation matrix involves quite a
few operations that might lose accuracy that could be stored in the
same amount of precision, and then when matrices are combined (one for
each object, one for the camera) you possibly lose even more. I
possibly need to think about using an intermediate higher precision
for those stages. It'd cost quite a bit more (since those multiplies
could no longer be table based as things currently stand), but those
are all per-object costs and wouldn't affect the per-vertex costs.
I'll see how speed is looking further down the optimisation path.

I am doing the x/z and y/z first, but that shouldn't be a problem. I'm
actually throwing away some of the low order bits after that
calculation. The division gives numbers in the range -1 to +1 for both
x and z, so in 8.8 fixed point that gives 512 possibilities. Probably
a problem is that I've put the near clip plane at z = 0.25, so that
the tiny, tiny Adder doesn't get clipped before it gets to a sensible
size. So that effectively means that points on the near clip plane can
only be accurate to the nearest four pixels regardless of exactly how
the projection is calculated.

I have clipping implemented so that it only costs five 16bit adds or
subtracts per vertex and one 8bit bitwise or per line to determine
when clipping isn't necessary and as a result to not pay anything for
it.

Simon Cooke:

thanks for the link, obviously I'll have to read it before I can
comment properly. Have you ever implemented whatever it suggests?

On Sun, Jun 1, 2008 at 11:59 PM, Tobermory <[EMAIL PROTECTED]> wrote:
> Looks really good if you ask me.  In answer to your question a few days
ago:
>
>>Did you produce any demos with Open3d that I could just load up and
> view, without having to assemble?
>
> I think you're mistaking me for a proper coder!!!  I never produced
anything
> worthwhile from it - decided I'd obviously bitten off more than I could
> chew.  In OPENtest.S there are a few little demos though - some rotation,
> and a speed test.  Wanted to see if I could ever get an acceptable
> framerate, and it ran one object at about 25fps.  I'll have a crack at
> translating them.
>
> The interesting thing about your Eli

Re: Attempts at 3d on the Sam?

2008-06-02 Thread Thomas Harte
; orthogonal...?  Alternatively it might be the process of doing 3 axes of
> rotation each frame.
>
> The view frustum clipping is very impressive, as I was going for speed I
> didn't even consider printing a polygon that didn't fall in front of the
> camera, although I knew that would eventually cause problems if I tried to
> render any suitably massive object that could be partially visible but also
> fall partially behind the camera.
>
>> I didn't own COMET back in the day, don't have a way to transfer disks to
> disk images anyway, and World of  Sam lists it as "not yet approved" for
> distribution.
>
> David's cross assembler looks amazing, I'll definitely have to check out
> moving some large projects over.  It would be nice to finish some of these
> projects lying around(!)
>
> Howard
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Thomas Harte
> Sent: 01 June 2008 19:54
> To: sam-users@nvg.ntnu.no
> Subject: Re: Attempts at 3d on the Sam?
>
> I have nothing particularly interesting or new to say, but I've just
> uploaded a couple more videos of my engine if anyone is interested.
> One shows the current code running on a real Sam both with and without
> a Mayhem accelerator (thanks to Colin Piggot for that one) and the
> other shows the code running in Sim Coupe, but demonstrates the fact
> that clipping works now and shows an object starting quite far away
> and then moving towards the camera, so as to distinguish my code from
> a limited-case demo effect.
>
> Real Sam, with and without Mayhem:
> http://www.youtube.com/watch?v=4PDfVjsiBzY
> Demo to show range, precision and clipping:
> http://www.youtube.com/watch?v=s2P64_IiCZA
>
> On 29 May 2008, at 22:27, Tobermory wrote:
>
>> What version of O3D are you looking at?  It looks like I mainly
>> sorted it
>> out in v 0.82.
>>
>> I went through pretty much the same process as you, considering a
>> lookup
>> table to be too time-costly if it was too large.  It looks like I
>> made a few
>> odd choices as a result of trying to squash a perspective-correcting
>> lookup
>> table into a small space though, to its detriment:
>>
>> There are 128 X values ( -63 to 64) per Z=value, meaning even as
>> close as
>> possible to the camera (Z=0) the perspective correction would only be
>> accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis
>> as
>> well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y
>> value *
>> 512 Z values = 65536 byte table.
>>
>> Makes sense so far, however this economy meant I couldn't use absolute
>> values in the table, just offsets.  So each entry is INT(RealX -
>> CorrectedX).
>>
>> Not sure it's a great system because the size of the lookup table is
>> unwieldy.  The small range of values expected by the table meant a
>> lot of
>> messing around.  If I was to repeat it I would probably look at
>> using nice
>> values in the equation
>> NewX = OldX * S / (S + Z)
>>
>> You could easily make a table for the S/(S+Z) part - S is the
>> perspective
>> factor, and so would be unlikely to change frame-by-frame.
>> (Although as the
>> table might reasonably be 8-16K, this could be done at runtime,
>> maybe go all
>> 'fisheye lens' on one level...).  The largest value here would be 1
>> and only
>> if Z=0 is valid, if the view frustum puts the camera at Z=0 then
>> it's not a
>> problem.  I'd keep this in 8.8 format, maybe even junk the whole
>> number
>> part.  A quick on-paper tally says this might take up 150T-States.
>>
>> Next step is to work out a fast way of multiplying for the rest of the
>> equation and the job's done.  As you will be multiplying by n/256
>> this is a
>> reasonable amount of My personal choice here would be to runs for a
>> nice
>> table again, but this time for a table of runnable code, not just
>> values.
>> Again, that's about another 100-150T-States.  That would be an
>> improvement
>> on 2000 cycles you said at the beginning?
>>
>>
>> Howard
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:owner-sam-
>> [EMAIL PROTECTED] On
>> Behalf Of Thomas Harte
>> Sent: 27 May 2008 14:16
>> To: sam-users@nvg.ntnu.no
>> Subject: Re: Attempts at 3d on the Sam?
>>
>> Just out of interest, having now checked it out - you mention on your
>> Open3d disk that you were planning to implement 'perspective table

RE: Attempts at 3d on the Sam?

2008-06-01 Thread Simon Cooke
You might want to consider this method instead of a reciprocal table:

http://swox.com/~tege/divcnst-pldi94.pdf

See the book "Hacker's Delight" for a less opaque way of looking at this
stuff :D

Basically, though, it's a way of generating a table of constants that when
multiplied with another value, is the same as division.

Si

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: Thursday, May 29, 2008 4:34 PM
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

I have 0.82 from NVG, though I've not strictly speaking been using it  
in that I haven't actually managed to make it do anything. Though  
closer inspection reveals that it offers to build new perspective  
tables rather than promising to implement them in a future version.  
I've also read your DOC files between then and now, albeit painfully  
using a quick 8 line BASIC program.

The firs major difference between my engine and yours is that I don't  
use an 'S' variable. Z is always distance from the viewer, not  
distance from the screen. So my perspective transform is just:

x' = 128 + 128*(x/z)
y' = 96 + 96*(y/z)

x and y range from -32768 to 32767 (well, -128 to 127 in fixed point)  
and z ranges from  to  
32767 (with similar fixed point proviso). I'm not persuaded that any  
less precise system is suitable for displaying multiple objects in the  
same world without resorting to Dead Wild Cat-style perspective cheats  
whereby objects have their own local perspective and then all vertices  
are scaled according to the distance of the object centre.

A quick test of the obvious alternative projection scheme:

z' = 1/z
x' = 128 + 128*x*z'
y' = 96 + 96*y*z'

Makes me think that trying to wring out reciprocals with the same 8.8  
fixed point as elsewhere isn't going to be precise enough. Probably  
the solution is to create a reciprocal table there with a greater  
precision for z. Should only cost 64 kb, and will definitely be  
cheaper than 2000 cycles.

Right now though my focus is on features, not speed. I'm maybe a few  
hundred lines away from having an Elite-class 3d engine - I just need  
to polish off the frustum clipping and that means implementing a 10x10- 
 >20 bit multiplication routine and a 20x10->10 division routine.  
Though I already pretty much have those but they shuffle bytes in a  
way that I can't use at the clipping stage since they're thinking in  
fixed point and this bit of the code isn't (or rather, it's more  
accurate if it doesn't). And I don't think that divide is really  
amenable to anything tablewise in Samworld since I can't really afford  
to drop any accuracy in clipping, obviously.

Did you produce any demos with Open3d that I could just load up and  
view, without having to assemble? I didn't own COMET back in the day,  
don't have a way to transfer disks to disk images anyway, and World of  
Sam lists it as "not yet approved" for distribution.

On 29 May 2008, at 22:27, Tobermory wrote:

> What version of O3D are you looking at?  It looks like I mainly  
> sorted it
> out in v 0.82.
>
> I went through pretty much the same process as you, considering a  
> lookup
> table to be too time-costly if it was too large.  It looks like I  
> made a few
> odd choices as a result of trying to squash a perspective-correcting  
> lookup
> table into a small space though, to its detriment:
>
> There are 128 X values ( -63 to 64) per Z=value, meaning even as  
> close as
> possible to the camera (Z=0) the perspective correction would only be
> accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis  
> as
> well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y  
> value *
> 512 Z values = 65536 byte table.
>
> Makes sense so far, however this economy meant I couldn't use absolute
> values in the table, just offsets.  So each entry is INT(RealX -
> CorrectedX).
>
> Not sure it's a great system because the size of the lookup table is
> unwieldy.  The small range of values expected by the table meant a  
> lot of
> messing around.  If I was to repeat it I would probably look at  
> using nice
> values in the equation
> NewX = OldX * S / (S + Z)
>
> You could easily make a table for the S/(S+Z) part - S is the  
> perspective
> factor, and so would be unlikely to change frame-by-frame.   
> (Although as the
> table might reasonably be 8-16K, this could be done at runtime,  
> maybe go all
> 'fisheye lens' on one level...).  The largest value here would be 1  
> and only
> if Z=0 is valid, if the view frustum puts the camera at Z=0 then  
> it's not a
> problem.  I'd keep this in 8.8 format, maybe even junk th

RE: Attempts at 3d on the Sam?

2008-06-01 Thread Tobermory
Looks really good if you ask me.  In answer to your question a few days ago:

>Did you produce any demos with Open3d that I could just load up and  
view, without having to assemble?

I think you're mistaking me for a proper coder!!!  I never produced anything
worthwhile from it - decided I'd obviously bitten off more than I could
chew.  In OPENtest.S there are a few little demos though - some rotation,
and a speed test.  Wanted to see if I could ever get an acceptable
framerate, and it ran one object at about 25fps.  I'll have a crack at
translating them.

The interesting thing about your Elite rotation vid is that it seems a lot
less accurate than I'd expect, does the brackets in your perspective
equation
x' = 128 + 128*(x/z)
mean you're doing the x/z first?  It seems smoother in the clipping vid
although that might be just because the planes in the cube object are more
orthogonal...?  Alternatively it might be the process of doing 3 axes of
rotation each frame.

The view frustum clipping is very impressive, as I was going for speed I
didn't even consider printing a polygon that didn't fall in front of the
camera, although I knew that would eventually cause problems if I tried to
render any suitably massive object that could be partially visible but also
fall partially behind the camera.

> I didn't own COMET back in the day, don't have a way to transfer disks to
disk images anyway, and World of  Sam lists it as "not yet approved" for
distribution.

David's cross assembler looks amazing, I'll definitely have to check out
moving some large projects over.  It would be nice to finish some of these
projects lying around(!)

Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 01 June 2008 19:54
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

I have nothing particularly interesting or new to say, but I've just  
uploaded a couple more videos of my engine if anyone is interested.  
One shows the current code running on a real Sam both with and without  
a Mayhem accelerator (thanks to Colin Piggot for that one) and the  
other shows the code running in Sim Coupe, but demonstrates the fact  
that clipping works now and shows an object starting quite far away  
and then moving towards the camera, so as to distinguish my code from  
a limited-case demo effect.

Real Sam, with and without Mayhem:
http://www.youtube.com/watch?v=4PDfVjsiBzY
Demo to show range, precision and clipping:
http://www.youtube.com/watch?v=s2P64_IiCZA

On 29 May 2008, at 22:27, Tobermory wrote:

> What version of O3D are you looking at?  It looks like I mainly  
> sorted it
> out in v 0.82.
>
> I went through pretty much the same process as you, considering a  
> lookup
> table to be too time-costly if it was too large.  It looks like I  
> made a few
> odd choices as a result of trying to squash a perspective-correcting  
> lookup
> table into a small space though, to its detriment:
>
> There are 128 X values ( -63 to 64) per Z=value, meaning even as  
> close as
> possible to the camera (Z=0) the perspective correction would only be
> accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis  
> as
> well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y  
> value *
> 512 Z values = 65536 byte table.
>
> Makes sense so far, however this economy meant I couldn't use absolute
> values in the table, just offsets.  So each entry is INT(RealX -
> CorrectedX).
>
> Not sure it's a great system because the size of the lookup table is
> unwieldy.  The small range of values expected by the table meant a  
> lot of
> messing around.  If I was to repeat it I would probably look at  
> using nice
> values in the equation
> NewX = OldX * S / (S + Z)
>
> You could easily make a table for the S/(S+Z) part - S is the  
> perspective
> factor, and so would be unlikely to change frame-by-frame.   
> (Although as the
> table might reasonably be 8-16K, this could be done at runtime,  
> maybe go all
> 'fisheye lens' on one level...).  The largest value here would be 1  
> and only
> if Z=0 is valid, if the view frustum puts the camera at Z=0 then  
> it's not a
> problem.  I'd keep this in 8.8 format, maybe even junk the whole  
> number
> part.  A quick on-paper tally says this might take up 150T-States.
>
> Next step is to work out a fast way of multiplying for the rest of the
> equation and the job's done.  As you will be multiplying by n/256  
> this is a
> reasonable amount of My personal choice here would be to runs for a  
> nice
> table again, but this time for a table of runnable code, not just  
> values.
> Again, that's about another 100-150T-States.  That would b

Re: Attempts at 3d on the Sam?

2008-06-01 Thread Thomas Harte
I have nothing particularly interesting or new to say, but I've just  
uploaded a couple more videos of my engine if anyone is interested.  
One shows the current code running on a real Sam both with and without  
a Mayhem accelerator (thanks to Colin Piggot for that one) and the  
other shows the code running in Sim Coupe, but demonstrates the fact  
that clipping works now and shows an object starting quite far away  
and then moving towards the camera, so as to distinguish my code from  
a limited-case demo effect.


Real Sam, with and without Mayhem: http://www.youtube.com/watch?v=4PDfVjsiBzY
Demo to show range, precision and clipping: 
http://www.youtube.com/watch?v=s2P64_IiCZA

On 29 May 2008, at 22:27, Tobermory wrote:

What version of O3D are you looking at?  It looks like I mainly  
sorted it

out in v 0.82.

I went through pretty much the same process as you, considering a  
lookup
table to be too time-costly if it was too large.  It looks like I  
made a few
odd choices as a result of trying to squash a perspective-correcting  
lookup

table into a small space though, to its detriment:

There are 128 X values ( -63 to 64) per Z=value, meaning even as  
close as

possible to the camera (Z=0) the perspective correction would only be
accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis  
as
well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y  
value *

512 Z values = 65536 byte table.

Makes sense so far, however this economy meant I couldn't use absolute
values in the table, just offsets.  So each entry is INT(RealX -
CorrectedX).

Not sure it's a great system because the size of the lookup table is
unwieldy.  The small range of values expected by the table meant a  
lot of
messing around.  If I was to repeat it I would probably look at  
using nice

values in the equation
NewX = OldX * S / (S + Z)

You could easily make a table for the S/(S+Z) part - S is the  
perspective
factor, and so would be unlikely to change frame-by-frame.   
(Although as the
table might reasonably be 8-16K, this could be done at runtime,  
maybe go all
'fisheye lens' on one level...).  The largest value here would be 1  
and only
if Z=0 is valid, if the view frustum puts the camera at Z=0 then  
it's not a
problem.  I'd keep this in 8.8 format, maybe even junk the whole  
number

part.  A quick on-paper tally says this might take up 150T-States.

Next step is to work out a fast way of multiplying for the rest of the
equation and the job's done.  As you will be multiplying by n/256  
this is a
reasonable amount of My personal choice here would be to runs for a  
nice
table again, but this time for a table of runnable code, not just  
values.
Again, that's about another 100-150T-States.  That would be an  
improvement

on 2000 cycles you said at the beginning?


Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:owner-sam- 
[EMAIL PROTECTED] On

Behalf Of Thomas Harte
Sent: 27 May 2008 14:16
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I enquire as to what form they were intended to take?

I briefly contemplated a lookup table, indexed by 15 bit depth (my
values are signed, but obviously points with negative z are never
projected since they never appear) to produce a 2 byte fixed point
reciprocal value, but it seemed I'd probably need to spend 15 bits on
the fractional part to get decent precision, putting me in the realm
of then having to do at least a 16x16 -> 32 multiply and pushing me
towards the point where throwing 128 kb of RAM at the problem doesn't
buy a justifiably large speed increase.

On Tue, Apr 8, 2008 at 6:53 PM, Tobermory <[EMAIL PROTECTED]>  
wrote:
Still fascinated by the subject.  After many many wasted hours  
fiddling
around with routines, I can see that realtime updated 3D on the SAM  
is
possible, but haven't got the brainpower to finish off my buggy  
work...


Howard (=Tobermory)

-Original Message-
From: [EMAIL PROTECTED] [mailto:owner-sam- 
[EMAIL PROTECTED] On

Behalf Of Colin Piggot
Sent: 08 April 2008 14:59
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Thomas Harte wrote:

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.


Cool!



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.


The game over se

Re: Attempts at 3d on the Sam?

2008-05-30 Thread David Brant
You can also import comet source directly into Jam Assember from a SAM disk 
image or file.


Dave

Jam Assembler download http://myweb.tiscali.co.uk/stoneddesign

- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>

To: 
Sent: Friday, May 30, 2008 10:39 AM
Subject: Re: Attempts at 3d on the Sam?




On 30 May 2008, at 00:33, Thomas Harte wrote:

Did you produce any demos with Open3d that I could just load up and 
view, without having to assemble? I didn't own COMET back in the  day, 
don't have a way to transfer disks to disk images anyway, and  World of 
Sam lists it as "not yet approved" for distribution.


Hi,

It looks like Comet is available from Edwin's own website here:

http://www.samcoupe-pro-dos.co.uk/edwin/software/comet/comet.htm

Edwin - i would it be okay by you, if I enable the download on WOS as 
well?


Cheers,
Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --






Re: Attempts at 3d on the Sam?

2008-05-30 Thread Andrew Collier
On Fri, May 30, 2008 at 03:11:07PM +0200, Edwin Blink wrote:
> >Edwin - i would it be okay by you, if I enable the download on WOS as  
> >well?
> 
> Go ahead you have my permission.

Thanks!

The Comet page on WOS has been duly updated.

Cheers,
Andrew

-- 
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --
r<2+ T<4* cSEL dMS hEn/CB

Re: Attempts at 3d on the Sam?

2008-05-30 Thread Edwin Blink


- Original Message - 
From: "Andrew Collier" <[EMAIL PROTECTED]>


Edwin - i would it be okay by you, if I enable the download on WOS as  
well?


Go ahead you have my permission.

Edwin


Re: Attempts at 3d on the Sam?

2008-05-30 Thread Andrew Collier


On 30 May 2008, at 00:33, Thomas Harte wrote:

Did you produce any demos with Open3d that I could just load up and  
view, without having to assemble? I didn't own COMET back in the  
day, don't have a way to transfer disks to disk images anyway, and  
World of Sam lists it as "not yet approved" for distribution.


Hi,

It looks like Comet is available from Edwin's own website here:

http://www.samcoupe-pro-dos.co.uk/edwin/software/comet/comet.htm

Edwin - i would it be okay by you, if I enable the download on WOS as  
well?


Cheers,
Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --




Re: Attempts at 3d on the Sam?

2008-05-29 Thread Thomas Harte
I have 0.82 from NVG, though I've not strictly speaking been using it  
in that I haven't actually managed to make it do anything. Though  
closer inspection reveals that it offers to build new perspective  
tables rather than promising to implement them in a future version.  
I've also read your DOC files between then and now, albeit painfully  
using a quick 8 line BASIC program.


The firs major difference between my engine and yours is that I don't  
use an 'S' variable. Z is always distance from the viewer, not  
distance from the screen. So my perspective transform is just:


x' = 128 + 128*(x/z)
y' = 96 + 96*(y/z)

x and y range from -32768 to 32767 (well, -128 to 127 in fixed point)  
and z ranges from  to  
32767 (with similar fixed point proviso). I'm not persuaded that any  
less precise system is suitable for displaying multiple objects in the  
same world without resorting to Dead Wild Cat-style perspective cheats  
whereby objects have their own local perspective and then all vertices  
are scaled according to the distance of the object centre.


A quick test of the obvious alternative projection scheme:

z' = 1/z
x' = 128 + 128*x*z'
y' = 96 + 96*y*z'

Makes me think that trying to wring out reciprocals with the same 8.8  
fixed point as elsewhere isn't going to be precise enough. Probably  
the solution is to create a reciprocal table there with a greater  
precision for z. Should only cost 64 kb, and will definitely be  
cheaper than 2000 cycles.


Right now though my focus is on features, not speed. I'm maybe a few  
hundred lines away from having an Elite-class 3d engine — I just need  
to polish off the frustum clipping and that means implementing a 10x10- 
>20 bit multiplication routine and a 20x10->10 division routine.  
Though I already pretty much have those but they shuffle bytes in a  
way that I can't use at the clipping stage since they're thinking in  
fixed point and this bit of the code isn't (or rather, it's more  
accurate if it doesn't). And I don't think that divide is really  
amenable to anything tablewise in Samworld since I can't really afford  
to drop any accuracy in clipping, obviously.


Did you produce any demos with Open3d that I could just load up and  
view, without having to assemble? I didn't own COMET back in the day,  
don't have a way to transfer disks to disk images anyway, and World of  
Sam lists it as "not yet approved" for distribution.


On 29 May 2008, at 22:27, Tobermory wrote:

What version of O3D are you looking at?  It looks like I mainly  
sorted it

out in v 0.82.

I went through pretty much the same process as you, considering a  
lookup
table to be too time-costly if it was too large.  It looks like I  
made a few
odd choices as a result of trying to squash a perspective-correcting  
lookup

table into a small space though, to its detriment:

There are 128 X values ( -63 to 64) per Z=value, meaning even as  
close as

possible to the camera (Z=0) the perspective correction would only be
accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis  
as
well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y  
value *

512 Z values = 65536 byte table.

Makes sense so far, however this economy meant I couldn't use absolute
values in the table, just offsets.  So each entry is INT(RealX -
CorrectedX).

Not sure it's a great system because the size of the lookup table is
unwieldy.  The small range of values expected by the table meant a  
lot of
messing around.  If I was to repeat it I would probably look at  
using nice

values in the equation
NewX = OldX * S / (S + Z)

You could easily make a table for the S/(S+Z) part - S is the  
perspective
factor, and so would be unlikely to change frame-by-frame.   
(Although as the
table might reasonably be 8-16K, this could be done at runtime,  
maybe go all
'fisheye lens' on one level...).  The largest value here would be 1  
and only
if Z=0 is valid, if the view frustum puts the camera at Z=0 then  
it's not a
problem.  I'd keep this in 8.8 format, maybe even junk the whole  
number

part.  A quick on-paper tally says this might take up 150T-States.

Next step is to work out a fast way of multiplying for the rest of the
equation and the job's done.  As you will be multiplying by n/256  
this is a
reasonable amount of My personal choice here would be to runs for a  
nice
table again, but this time for a table of runnable code, not just  
values.
Again, that's about another 100-150T-States.  That would be an  
improvement

on 2000 cycles you said at the beginning?


Howard

-Original Message-----
From: [EMAIL PROTECTED] [mailto:owner-sam- 
[EMAIL PROTECTED] On

Behalf Of Thomas Harte
Sent: 27 May 2008 14:16
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Just out of interest, havin

RE: Attempts at 3d on the Sam?

2008-05-29 Thread Tobermory
What version of O3D are you looking at?  It looks like I mainly sorted it
out in v 0.82.

I went through pretty much the same process as you, considering a lookup
table to be too time-costly if it was too large.  It looks like I made a few
odd choices as a result of trying to squash a perspective-correcting lookup
table into a small space though, to its detriment:

There are 128 X values ( -63 to 64) per Z=value, meaning even as close as
possible to the camera (Z=0) the perspective correction would only be
accurate to 2-pixel boundaries.  I kept this accuracy for the Z-axis as
well, so Z runs up to 1024 in steps of 2.  128 entries per X or Y value *
512 Z values = 65536 byte table.

Makes sense so far, however this economy meant I couldn't use absolute
values in the table, just offsets.  So each entry is INT(RealX -
CorrectedX).

Not sure it's a great system because the size of the lookup table is
unwieldy.  The small range of values expected by the table meant a lot of
messing around.  If I was to repeat it I would probably look at using nice
values in the equation
NewX = OldX * S / (S + Z)

You could easily make a table for the S/(S+Z) part - S is the perspective
factor, and so would be unlikely to change frame-by-frame.  (Although as the
table might reasonably be 8-16K, this could be done at runtime, maybe go all
'fisheye lens' on one level...).  The largest value here would be 1 and only
if Z=0 is valid, if the view frustum puts the camera at Z=0 then it's not a
problem.  I'd keep this in 8.8 format, maybe even junk the whole number
part.  A quick on-paper tally says this might take up 150T-States.

Next step is to work out a fast way of multiplying for the rest of the
equation and the job's done.  As you will be multiplying by n/256 this is a
reasonable amount of My personal choice here would be to runs for a nice
table again, but this time for a table of runnable code, not just values.
Again, that's about another 100-150T-States.  That would be an improvement
on 2000 cycles you said at the beginning?


Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 27 May 2008 14:16
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I enquire as to what form they were intended to take?

I briefly contemplated a lookup table, indexed by 15 bit depth (my
values are signed, but obviously points with negative z are never
projected since they never appear) to produce a 2 byte fixed point
reciprocal value, but it seemed I'd probably need to spend 15 bits on
the fractional part to get decent precision, putting me in the realm
of then having to do at least a 16x16 -> 32 multiply and pushing me
towards the point where throwing 128 kb of RAM at the problem doesn't
buy a justifiably large speed increase.

On Tue, Apr 8, 2008 at 6:53 PM, Tobermory <[EMAIL PROTECTED]> wrote:
> Still fascinated by the subject.  After many many wasted hours fiddling
> around with routines, I can see that realtime updated 3D on the SAM is
> possible, but haven't got the brainpower to finish off my buggy work...
>
> Howard (=Tobermory)
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Colin Piggot
> Sent: 08 April 2008 14:59
> To: sam-users@nvg.ntnu.no
> Subject: Re: Attempts at 3d on the Sam?
>
> Thomas Harte wrote:
>> 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.
>
> Cool!
>
>
>> 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.
>
> The game over segment of Dyzonium was all precalculated as far as I can
> remember, not processed in realtime.
>
>
>> 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?
>
> No, I had just made the animated gifs from screens drawn up by some of my
> early test routines.
>
>
>> 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, 

Re: Attempts at 3d on the Sam?

2008-05-27 Thread Thomas Harte
Just out of interest, having now checked it out - you mention on your
Open3d disk that you were planning to implement 'perspective tables'.
Can I enquire as to what form they were intended to take?

I briefly contemplated a lookup table, indexed by 15 bit depth (my
values are signed, but obviously points with negative z are never
projected since they never appear) to produce a 2 byte fixed point
reciprocal value, but it seemed I'd probably need to spend 15 bits on
the fractional part to get decent precision, putting me in the realm
of then having to do at least a 16x16 -> 32 multiply and pushing me
towards the point where throwing 128 kb of RAM at the problem doesn't
buy a justifiably large speed increase.

On Tue, Apr 8, 2008 at 6:53 PM, Tobermory <[EMAIL PROTECTED]> wrote:
> Still fascinated by the subject.  After many many wasted hours fiddling
> around with routines, I can see that realtime updated 3D on the SAM is
> possible, but haven't got the brainpower to finish off my buggy work...
>
> Howard (=Tobermory)
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Colin Piggot
> Sent: 08 April 2008 14:59
> To: sam-users@nvg.ntnu.no
> Subject: Re: Attempts at 3d on the Sam?
>
> Thomas Harte wrote:
>> 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.
>
> Cool!
>
>
>> 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.
>
> The game over segment of Dyzonium was all precalculated as far as I can
> remember, not processed in realtime.
>
>
>> 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?
>
> No, I had just made the animated gifs from screens drawn up by some of my
> early test routines.
>
>
>> 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?
>
> The ROM is uncontended, but you would still be faster to write your own
> optimised routines, tailored specifically to exactly what you want to do.
> With Stratosphere I came up with a whole set of faster line drawing and
> clearing routines, which for example took advantage of the undocumented
> instructions to split IX and IY into four 8 bit registers, and for clearing
> it just cleared a byte, and didn't worry about nibble pixels.
>
>
>> 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.
>
> I had come up with quite a lot of tricks that would have made Chrome as fast
> as it could. Solid walls 2 pixels wide, so you are dealing with just byte
> values and not nibbles, and means walls could be quickly extended/shrunk
> when drawing the next frame. There's a 9 page article about the work I had
> done on Chrome in issue 16 of SAM Revival magazine with more info.
>
> Colin
> ==
> Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
> 1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
> Website: http://www.samcoupe.com/
>
>
>
> No virus found in this incoming message.
> Checked by AVG.
> Version: 7.5.519 / Virus Database: 269.22.9/1364 - Release Date: 07/04/2008
> 18:38
>
> No virus found in this outgoing message.
> Checked by AVG.
> Version: 7.5.519 / Virus Database: 269.22.9/1364 - Release Date: 07/04/2008
> 18:38
>
>
>


RE: Attempts at 3d on the Sam?

2008-04-13 Thread Tobermory
...er.   "Unrealistic at a 21st Century framerate" is probably the correct
elaboration.  Freescape was fun, sure.  I expect someone could do a pretty
fabulous conversion of Sentinel or something.

By the way - never did get any screenshots of O3D, although it would do some
nice stuff at the time - it let me run around some blocks and stuff.  I'll
see whether anything's still working with it.
Howard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Harte
Sent: 09 April 2008 23:45
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

I don't see how a Freescape-style engine for the Sam is technically  
unrealistic. Please elaborate.

On 9 Apr 2008, at 22:19, Aleš Keprt wrote:
> Guys, please be realistic. 3D on Sam sucks.
> /---
> Aley
>
> --
>
> - Original Message - From: "Thomas Harte"
<[EMAIL PROTECTED] 
> >
> To: 
> 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.
>


No virus found in this incoming message.
Checked by AVG. 
Version: 7.5.519 / Virus Database: 269.22.11/1368 - Release Date: 09/04/2008
16:20

No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.519 / Virus Database: 269.22.13/1375 - Release Date: 12/04/2008
11:32
 



Re: Attempts at 3d on the Sam?

2008-04-10 Thread David Sanders
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: 
> 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.
>
>


RE: Attempts at 3d on the Sam?

2008-04-09 Thread Adrian Brown
You know that mayhem will open a few new possibilities ;)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Harte
Sent: 10 April 2008 00:00
To: Adrian
Subject: Re: Attempts at 3d on the Sam?

I don't see how a Freescape-style engine for the Sam is technically
unrealistic. Please elaborate.

On 9 Apr 2008, at 22:19, Aleš Keprt wrote:
> Guys, please be realistic. 3D on Sam sucks.
> /---
> Aley
>
> --
>
> - Original Message - From: "Thomas Harte" <[EMAIL PROTECTED]
> >
> To: 
> 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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Re: Attempts at 3d on the Sam?

2008-04-09 Thread Thomas Harte
I don't see how a Freescape-style engine for the Sam is technically  
unrealistic. Please elaborate.


On 9 Apr 2008, at 22:19, Aleš Keprt wrote:

Guys, please be realistic. 3D on Sam sucks.
/---
Aley

--

- Original Message - From: "Thomas Harte" <[EMAIL PROTECTED] 
>

To: 
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.





Re: Attempts at 3d on the Sam?

2008-04-09 Thread Aleš Keprt

Guys, please be realistic. 3D on Sam sucks.
/---
Aley

--

- Original Message - 
From: "Thomas Harte" <[EMAIL PROTECTED]>

To: 
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.



Re: Attempts at 3d on the Sam?

2008-04-09 Thread Thomas Harte
I'd not seen that demo previously. What is it using all that memory  
for? From the description of the tables being pretty easy to generate,  
it makes it sound like some of the 3d positioning is precalculated,  
but then he seems to think that he'd be able to save a lot of memory  
if he didn't have the speed of mode 4 pixel plotting to deal with. So  
maybe it's [parts of] the line drawing code?


On 9 Apr 2008, at 01:49, Andrew Collier wrote:


On 8 Apr 2008, at 14:35, Thomas Harte wrote:

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.


I assume you're referring to Marc Broster's "Dead Wild Cat" demo on  
Fred 50, here?


In defence of big pre-calculated tables: unless you have specific  
plans for other use of that memory, what's wrong with using the  
resources available to make your code run more quickly?


— 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?


The speed gain from uncontended instruction RAM is a relatively  
small effect (especially for routines which write to the screen  
often, since any access to main RAM will round timings to the  
nearest 8 t-states if the screen is displayed). The ROM line drawing  
routines are written very much for being small; in MNEMOdemo 2 I  
wrote some line drawing routines which are significantly faster (I  
can't remember how much - probably a factor of 3 or so) at the cost  
of making them about 8 times bigger, which was still only a couple  
of k. Basically, by writing several routines each specialised for a  
small range of angles, you can remove some comparisons which  
otherwise get performed for every pixel.


At the far extreme, you could generate code sequences to draw lines  
of specific and exact length and direction; a seperate routine for  
every individual line. This way, no run-time angle calculations at  
all would ever have to be performed. A quick back-of-the-envelope  
calculation suggests that a routines to draw every possible line up  
to 64 pixels in either x or y offset would take roughly 300k (plus a  
16k table pointing to the location of each routine) so that could be  
a viable approach.


Andrew

--
---   Andrew Collier 
  http://www.intensity.org.uk/ ---
 --






Re: Attempts at 3d on the Sam?

2008-04-08 Thread Andrew Collier


On 8 Apr 2008, at 14:35, Thomas Harte wrote:

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.


I assume you're referring to Marc Broster's "Dead Wild Cat" demo on  
Fred 50, here?


In defence of big pre-calculated tables: unless you have specific  
plans for other use of that memory, what's wrong with using the  
resources available to make your code run more quickly?


— 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?


The speed gain from uncontended instruction RAM is a relatively small  
effect (especially for routines which write to the screen often, since  
any access to main RAM will round timings to the nearest 8 t-states if  
the screen is displayed). The ROM line drawing routines are written  
very much for being small; in MNEMOdemo 2 I wrote some line drawing  
routines which are significantly faster (I can't remember how much -  
probably a factor of 3 or so) at the cost of making them about 8 times  
bigger, which was still only a couple of k. Basically, by writing  
several routines each specialised for a small range of angles, you can  
remove some comparisons which otherwise get performed for every pixel.


At the far extreme, you could generate code sequences to draw lines of  
specific and exact length and direction; a seperate routine for every  
individual line. This way, no run-time angle calculations at all would  
ever have to be performed. A quick back-of-the-envelope calculation  
suggests that a routines to draw every possible line up to 64 pixels  
in either x or y offset would take roughly 300k (plus a 16k table  
pointing to the location of each routine) so that could be a viable  
approach.


Andrew

--
 ---   Andrew Collier 
   http://www.intensity.org.uk/ ---
  --




Re: Attempts at 3d on the Sam?

2008-04-08 Thread Thomas Harte
My original Sam only had 256K. And it really annoyed me later on when  
half the stuff on Fred wouldn't work, without warning. I think  
Gamesmaster programs were the worst offenders — you'd get the game  
clearly working, but with a bunch of monotone grey blocks moving  
around instead of the real graphics.


Anyway, I think you're probably right that it makes more sense to  
attempt a slow Freescape-style adventure than a fast game. I've  
written a whole bunch of emulators that have a z80 core, but I've  
never written a substantial z80 program so trying to go all out on  
speed isn't realistic. Plus, it's an area that has otherwise been  
neglected in the Sam's library and it's a neat fit with my current PC  
project.


Anyway, I've had a reasonably productive evening and have eight points  
demarking a cube spinning on screen, suggesting that my initial 8.8 x  
8.8 -> 8.8 implementation works, that my sine & cosine tables have  
come out correctly formed and that what matrix code I have (just two  
functions — one to construct a camera matrix from the player's  
position and their view rotation in Euler angles, and one to apply the  
calculated matrix to points) is functional. I haven't implemented a  
divide yet, so there's no perspective. And what I have already takes a  
shocking ~105,000 cycles (measured empirically, using the Sim Coupe  
debugger) to completely draw a frame. But it's all first go code, so  
that probably isn't so bad.


Hopefully I'll get a chance to do some more work sometime this week. I  
won't bore everyone with regular updates, but I'll certainly come back  
with a video if I get as far as anything graphically interesting, or  
if I encounter any problems I can't solve.


On 8 Apr 2008, at 19:19, Colin Piggot wrote:

Thomas wrote:

like only using 4 colours and using
palette switching so that the frame buffer only needs to be 'cleared'
every fourth frame. Or only a quarter needs to be cleared each frame,
if you prefer.


What I did on Stratosphere to clear the previous frame was to draw  
over the
previous set of vectors. What I did when a frame was drawn was to  
store all

the line co-ordinates in a table, and then when clearing simply rattle
through the table and draw over the lines with palette 0 and not  
bothering
about pixel accuracy, just clear the full byte. Far quicker than  
attempting

to clear the whole game area.



Attempt at "low framerate" 3d (with Freescape-style interaction).
Obviously I've just been studying the Freescape engine, but I don't
think it's the optimal way of doing things on the Sam — 3d graphics
are a classic time/space trade-off and the Sam has at least 5 times  
as

much RAM as the old Spectrum 48 kB,


Easier to ignore programming for the 256K SAM if that's what you  
thinking
with 'at least 5 times', always just assume the machine has the full  
512K
memory as that's what the sheer majority of software was written to  
use.
Although saying that, 256K memory upgrades still sell so there is  
probably a

fair few machines still tucked away with just 256K.



In reality, I'll probably just think about it all for a long time and
do nothing. But I'd love to hear other's comments/thoughts in case I
do manage to push through.


Oh don't say that! Give it a go if you have the time :)

Out of the two ideas you came up with, I think the 2nd option - a  
freescape

sytle system - with coloured solid walls in MODE4 would look really
spectacular and would be something new on the SAM.



Incidentally, what are good timings for multiply and divide on a z80?
If I can stick to something relatively compact like 8.8 fixed point
then multiplication doesn't seem to be a problem as I can just use  
one

of those (x^2)/4 table solutions reducing it all to a couple of table
lookups and two or three adds and subtracts, but dividing looks like
it'll eat quite a few cycles.


I used a lot of data tables and 8.8 fixed point maths on  
Stratosphere, and
was going to do the same with Chrome. I'll have to hunt out old  
routines and

see what I did come up with back then.

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/





Re: Attempts at 3d on the Sam?

2008-04-08 Thread Colin Piggot
Howard wrote:
> Still fascinated by the subject.  After many many wasted hours fiddling
> around with routines, I can see that realtime updated 3D on the SAM is
> possible, but haven't got the brainpower to finish off my buggy work...

I remember you released your Open3D disk on your website many years ago,
which just had piles and piles of source code ... just wondering if you
happen to have any screenshots of it actually rendering something?

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/



RE: Attempts at 3d on the Sam?

2008-04-08 Thread Tobermory
Still fascinated by the subject.  After many many wasted hours fiddling
around with routines, I can see that realtime updated 3D on the SAM is
possible, but haven't got the brainpower to finish off my buggy work...

Howard (=Tobermory)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Colin Piggot
Sent: 08 April 2008 14:59
To: sam-users@nvg.ntnu.no
Subject: Re: Attempts at 3d on the Sam?

Thomas Harte wrote:
> 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.

Cool!


> 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.

The game over segment of Dyzonium was all precalculated as far as I can
remember, not processed in realtime.


> 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?

No, I had just made the animated gifs from screens drawn up by some of my
early test routines.


> 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?

The ROM is uncontended, but you would still be faster to write your own
optimised routines, tailored specifically to exactly what you want to do.
With Stratosphere I came up with a whole set of faster line drawing and
clearing routines, which for example took advantage of the undocumented
instructions to split IX and IY into four 8 bit registers, and for clearing
it just cleared a byte, and didn't worry about nibble pixels.


> 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.

I had come up with quite a lot of tricks that would have made Chrome as fast
as it could. Solid walls 2 pixels wide, so you are dealing with just byte
values and not nibbles, and means walls could be quickly extended/shrunk
when drawing the next frame. There's a 9 page article about the work I had
done on Chrome in issue 16 of SAM Revival magazine with more info.

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/



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Re: Attempts at 3d on the Sam?

2008-04-08 Thread Colin Piggot
Thomas wrote:
> like only using 4 colours and using
> palette switching so that the frame buffer only needs to be 'cleared'
> every fourth frame. Or only a quarter needs to be cleared each frame,
> if you prefer.

What I did on Stratosphere to clear the previous frame was to draw over the
previous set of vectors. What I did when a frame was drawn was to store all
the line co-ordinates in a table, and then when clearing simply rattle
through the table and draw over the lines with palette 0 and not bothering
about pixel accuracy, just clear the full byte. Far quicker than attempting
to clear the whole game area.


> Attempt at "low framerate" 3d (with Freescape-style interaction).
> Obviously I've just been studying the Freescape engine, but I don't
> think it's the optimal way of doing things on the Sam — 3d graphics
> are a classic time/space trade-off and the Sam has at least 5 times as
> much RAM as the old Spectrum 48 kB,

Easier to ignore programming for the 256K SAM if that's what you thinking
with 'at least 5 times', always just assume the machine has the full 512K
memory as that's what the sheer majority of software was written to use.
Although saying that, 256K memory upgrades still sell so there is probably a
fair few machines still tucked away with just 256K.


> In reality, I'll probably just think about it all for a long time and
> do nothing. But I'd love to hear other's comments/thoughts in case I
> do manage to push through.

Oh don't say that! Give it a go if you have the time :)

Out of the two ideas you came up with, I think the 2nd option - a freescape
sytle system - with coloured solid walls in MODE4 would look really
spectacular and would be something new on the SAM.


> Incidentally, what are good timings for multiply and divide on a z80?
> If I can stick to something relatively compact like 8.8 fixed point
> then multiplication doesn't seem to be a problem as I can just use one
> of those (x^2)/4 table solutions reducing it all to a couple of table
> lookups and two or three adds and subtracts, but dividing looks like
> it'll eat quite a few cycles.

I used a lot of data tables and 8.8 fixed point maths on Stratosphere, and
was going to do the same with Chrome. I'll have to hunt out old routines and
see what I did come up with back then.

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/



Re: Attempts at 3d on the Sam?

2008-04-08 Thread Thomas Harte
Well I'll certainly have to consider investing in some back issues of  
Sam Revival. I'm pretty confident that I just bought one of your old  
Sam's on eBay, so I'm suddenly with a real machine again, at least  
temporarily. Though I think I'm going to have to contact you privately  
concerning that, and to make some enquiries about Quazar products. And  
at the minute I'm suddenly broke due to a sudden life change (new job,  
new city, no relocation package).


Anyway, relevantly to this list, I've been thinking about it a bit  
more and I'm not really sure what to do. I think I'm settling on one  
of two paths:


Attempt at "high framerate" 3d (by which I mean, maybe 10 fps if  
lucky). This would probably mean a vector based game, either a first  
person maze crawler or a simple space shooter. If the former then  
probably I'd throw fixed height walls and portals at it, meaning that  
the maze itself would have perfect hidden face removal, giving the  
impression of solid, albeit all black, walls. In either case, I guess  
other mini-optimisations are stuff like only using 4 colours and using  
palette switching so that the frame buffer only needs to be 'cleared'  
every fourth frame. Or only a quarter needs to be cleared each frame,  
if you prefer.


Attempt at "low framerate" 3d (with Freescape-style interaction).  
Obviously I've just been studying the Freescape engine, but I don't  
think it's the optimal way of doing things on the Sam — 3d graphics  
are a classic time/space trade-off and the Sam has at least 5 times as  
much RAM as the old Spectrum 48 kB, plus it's probably acceptable to  
have short loading breaks between sections of the world. So then I  
fall back on everything I learnt doing software 3d on the PC about ten  
years ago, and I think maybe the best way to go is relatively simple,  
separated rooms (as per Freescape), but with a BSP for each, then do a  
front to back render into a much simplified RLE based s-buffer  
(simplified because you can always be certain that pixels that have  
already been painted don't need to be painted again, so really you're  
just gap fitting). But then I'm thinking either that precision  
problems will be hellish or that I'll have to use some 3 or 4-byte  
number format and some really expensive multiplys & divides.


In reality, I'll probably just think about it all for a long time and  
do nothing. But I'd love to hear other's comments/thoughts in case I  
do manage to push through.


Incidentally, what are good timings for multiply and divide on a z80?  
If I can stick to something relatively compact like 8.8 fixed point  
then multiplication doesn't seem to be a problem as I can just use one  
of those (x^2)/4 table solutions reducing it all to a couple of table  
lookups and two or three adds and subtracts, but dividing looks like  
it'll eat quite a few cycles.


On 8 Apr 2008, at 14:58, Colin Piggot wrote:

Thomas Harte wrote:

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.


Cool!



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.


The game over segment of Dyzonium was all precalculated as far as I  
can

remember, not processed in realtime.



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?


No, I had just made the animated gifs from screens drawn up by some  
of my

early test routines.



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?


The ROM is uncontended, but you would still be faster to write your  
own
optimised routines, tailored specifically to exactly what you want  
to do.
With Stratosphere I came up with a whole set of faster line drawing  
and
clearing routines, which for example took advantage of the  
undocumented
instructions to split IX and IY into four 8 bit registers, and for  
clearing

it just cleared a byte, and didn't worry about nibble pixels.



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

Re: Attempts at 3d on the Sam?

2008-04-08 Thread Colin Piggot
Thomas Harte wrote:
> 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.

Cool!


> 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.

The game over segment of Dyzonium was all precalculated as far as I can
remember, not processed in realtime.


> 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?

No, I had just made the animated gifs from screens drawn up by some of my
early test routines.


> 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?

The ROM is uncontended, but you would still be faster to write your own
optimised routines, tailored specifically to exactly what you want to do.
With Stratosphere I came up with a whole set of faster line drawing and
clearing routines, which for example took advantage of the undocumented
instructions to split IX and IY into four 8 bit registers, and for clearing
it just cleared a byte, and didn't worry about nibble pixels.


> 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.

I had come up with quite a lot of tricks that would have made Chrome as fast
as it could. Solid walls 2 pixels wide, so you are dealing with just byte
values and not nibbles, and means walls could be quickly extended/shrunk
when drawing the next frame. There's a 9 page article about the work I had
done on Chrome in issue 16 of SAM Revival magazine with more info.

Colin
==
Quazar : Hardware, Software, Spares and Repairs for the Sam Coupe
1995-2008 - Celebrating 14 Years of developing for the Sam Coupe
Website: http://www.samcoupe.com/