3D on MSX

Страница 2/4
1 | | 3 | 4

By viejo_archivero

Paragon (1395)

Аватар пользователя viejo_archivero

17-06-2009, 20:42

Doom style raycasting?
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*.

By wolf_

Ambassador_ (9876)

Аватар пользователя wolf_

17-06-2009, 20:48

The problem was that it was just a demo, not a game.

By Leo

Paragon (1236)

Аватар пользователя Leo

17-06-2009, 20:55


In Elite only sun has filled graphics IIRC...

Some good candidates definately worth to check out:

MSX1: Red Zone
MSX2: http://www.msx.org/Realtime-texturemapped-3D-for-MSX2.newspost2773.html
MSX tR: F-Nano2

Check out also:
http://www.msx.org/forumtopic7881.html
http://www.msx.org/forumtopic1172.html

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

By viejo_archivero

Paragon (1395)

Аватар пользователя viejo_archivero

17-06-2009, 21:00

The problem was that it was just a demo, not a game.
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.

By Leo

Paragon (1236)

Аватар пользователя Leo

17-06-2009, 21:05

was that demo in screen 3 ?

By viejo_archivero

Paragon (1395)

Аватар пользователя viejo_archivero

17-06-2009, 21:38

I tried to get it again, but the link seems to be broken Sad: Maze by xl2s newpost

Afair, although it had screen 3 render resolution (64 columns raycasted x 48 height [1pixel=4x4pixels]), it was done in screen 2 (or 4) and columns depth was shown by them height and pixel pattern of the "pixel". Sprites had better res than the walls (1 pixel=2x2pixels), as they were hardware zoomed regular sprites. I think I remember it quite well because it impressed me back then, and made me investigate a lot about raycasting for my own wip project.

[Edit: I've found it at the download section, right here]

Taking a look again at the demo, the walls resolution is lower that what I remembered. So, just 32 columns raycasted and pixels were 1pixel=8x4 pixels. Anyway a well done raycasting demo. Although raycasting is not real 3D, I really think that's the way to go in order to have something 3Dish on MSX.

By GhostwriterP

Hero (593)

Аватар пользователя GhostwriterP

17-06-2009, 22:11

Well that engine could be a bit faster.

By ARTRAG

Enlighted (6506)

Аватар пользователя ARTRAG

17-06-2009, 22:40

Why none has ever considered to do a game from that demo?

By jltursan

Prophet (2519)

Аватар пользователя jltursan

18-06-2009, 00:50

In the download section from MRC you can also find what I think it's the best real 3D engine for MSX:

E3D evolution

By LeandroCorreia

Paladin (955)

Аватар пользователя LeandroCorreia

18-06-2009, 03:18

Avakkus (I don't know if it's correctly written) has nice screen 3 3D FX...

BTW, I wonder if a "Tunnels of Armageddon" would be possible for the MSX1. Smile

Страница 2/4
1 | | 3 | 4