Author
| 3D on MSX
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Leo msx professional Posts: 852 | Posted: June 17 2009, 16:38   |
Hi,
I am looking for the bests 3D games/demo on MSX, the ones that really pushes the msx to its (low...) limits in the 3D. I wonder how many polygons can be handled on a turboR versus MSX2.
I remember playing elite on MSX1 tape and also a msx2 demo with a cube with each face filled.
Other inputs ??
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MäSäXi msx professional Posts: 849 | Posted: June 17 2009, 16:43   |
North Sea Helicopter
Cosmic Shock absorber
Return of Jelda
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wolf_
 msx legend Posts: 5178 | Posted: June 17 2009, 16:49   |
For polygon-based 3D, the VDP is not on your side..
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OeiOeiVogeltje msx addict Posts: 352 | Posted: June 17 2009, 16:58   |
Elite?
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st1mpy
 msx freak Posts: 139 | Posted: June 17 2009, 17:52   |
Doom style raycasting?
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Leo msx professional Posts: 852 | Posted: June 17 2009, 18:28   |
Elite is an old but but very entertaining game , in the space you have to buy/sell/trade/fight,
accomplishin miison : very intersting and there was some 3D with lines.
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Leo msx professional Posts: 852 | Posted: June 17 2009, 18:30   |
Quote:
| For polygon-based 3D, the VDP is not on your side..
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Well VDP accounts for polygon filling only not 3D calculation , optimzation could be to calculate 3D tranformation while VDP is busy drawing a line of the polygon... |
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Leo msx professional Posts: 852 | Posted: June 17 2009, 18:46   |
Quote:
| North Sea Helicopter
Cosmic Shock absorber
Return of Jelda
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thanks for the note , all these games are msx1 with no polygons , only lines, and slow ...
are the msx limitss reached with these titles ?
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NYYRIKKI msx master Posts: 1805 | Posted: June 17 2009, 18:51   |
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enribar msx freak Posts: 196 | Posted: June 17 2009, 19:00   |
Bosconian 3D by Microtech, for MSX Turbo R
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DemonSeed msx master Posts: 1389 | Posted: June 17 2009, 19:26   |
@ Leo: Return to Jelda is for MSX2 or higher, but indeed slow and only lines nonetheless.
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viejo_archivero msx addict Posts: 504 | Posted: June 17 2009, 20:42   |
Quote:
| Doom style raycasting?
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I think this is quite doable. There was a nice raycasting demo for MSX2 by xl2s guys, afair... anyway, raycasting is a nice thing to try, actually I am doing some tries with a raycasting design, but just some early concepts, not a line of code *yet*. |
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wolf_
 msx legend Posts: 5178 | Posted: June 17 2009, 20:48   |
The problem was that it was just a demo, not a game.
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Leo msx professional Posts: 852 | Posted: June 17 2009, 20:55   |
thanks i guess the realtime texture mapped 3D for MSX2 is the one that shows the best what i wanted to see : it shows quite a lot of difference between turboR and MSX2 .
For me that means that the CPU calculation speed makes a lot of difference and VDP is not the bottleneck. I guess all the job is done in RAM and then there just a transfer to VRAM which does not account for a large part of the time otherwise turboR would be as slow as msx2
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viejo_archivero msx addict Posts: 504 | Posted: June 17 2009, 21:00   |
Quote:
| The problem was that it was just a demo, not a game.
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But the walls and (masked) sprites worked pretty fine, I doubt that adding all game-logic could be a big problem, once the engine is done. |
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