Reply 60 of 127, by Scali
wrote:That's why I insist on some real-world software, not just some synthetic flatshaded polyfillers.
You try to sound 'scientific', but completely miss the point:
Firstly, flatshaded polyfillers are very much used in real-world software, obviously. There are tons of flight sims, racing sims etc, which are based entirely on flatshaded polys (F29 Retaliator, F-14 Tomcat, Chuck Yeager's Air Combat, LHA Attack Chopper, Falcon, Test Drive 3, Indycar, Stunts etc).
Secondly, the point I am making is not about real-world vs synthetic. It is about how different types of rendering may suit different hardware.
wrote:And I think Doom would be a good example: it's been around for decades, source code is available, and it's been hacked by countless people.
Not for the question you posed, which is:
How does the video memory layout affect performance in 3D games?
As I tried to explain, there are various different types of 3D rendering. DOOM just uses one very specific algorithm.
Somehow you seem to disqualify flatshaded polyfillers as 3D rendering/3D games.
Which to me means that under your fake guise of 'scientificness', you merely are biased towards PCs/VGA, and are only interested in examples that support your biased view.
The way you completely dismissed Cyberwolf, because it doesn't support your idea that Amigas can't do Wolf3D-style games, is a perfect example of your cognitive dissonance. The way you completely dismissed flatshaded polyfillers is another.
Perhaps it would be best to forget about the PC at all, and consider the following: - Amiga with AGA (bitplanes) - the same Amig […]
Perhaps it would be best to forget about the PC at all, and consider the following:
- Amiga with AGA (bitplanes)
- the same Amiga with some SVGA card, using mode X (byteplanes)
- the same Amiga with the same SVGA card, using mode 13h (chunky)So, which would win?
As I already said: it depends on what exactly you're doing. Some algorithms suit bitplanes best, others suit chunky best. In some cases it doesn't really matter. Mode X is a weird in-between mode, which is basically never the optimal way. It was mainly used to get around limitations of mode 13h, as I already said. Mode X also has limitations, but in this specific case, it was a better compromise than mode 13h. If these limitations did not exist (like with later linear framebuffer videomodes), mode 13h would always be better.
If you were to rotate the world sideways, then the Amiga hardware can perform the required scaling for a raycaster entirely in hardware. This effect was used in Sanity's World of Commodore demo in 1992:
https://youtu.be/u43uH-kQpzk?t=207