Texture mapping demo Atari Jaguar

  Рет қаралды 4,769

A31Chris

A31Chris

12 жыл бұрын

3D texture mapping demo with polygon per second count. Not an efficient renderer.

Пікірлер: 16
@DanielMonteiroNit
@DanielMonteiroNit 7 жыл бұрын
is this hardware supported or software rendering? from the little I understood, the Object Processor would do transformation and the Blitter would rasterize? I bet this would require some sick ASM skills. In retrospect, JagDoom being coded in C and performing as it did was quite an achievement.
@bangerbangerbro
@bangerbangerbro 6 жыл бұрын
Daniel Monteiro I think the blitter is used to draw polygons 4 pixels at a time with 16 bit pixels, 8 pixels at a time with 8 bit pixels etc (because it can move 64 bits per cycle) because it can't draw entire polygons independently, only groups of pixels. The object processor can be used as a sprite engine and is programmable in some way but is usually used just to display a framebuffer produced by the "GPU" (just a CPU fine tuned for efficiency in 3D rendering, or at least that's what you're told) and the blitter. I don't know too much in this field (I know more than the average person but a lot less than the average programmer or 3D modeller) but I think the "transformation" would be done by the "GPU", assuming it is producing coordinates for the polygon? I'm going to look it up in a minute. Anything 3D on the Jag is software, just the blitter allows you to move pixel information faster than the "GPU" CPU on its own and therefore speeds up software rendering if you actually bother to use it. I assume the blitter would mean the Jag is surely capable of outperforming the 32X, because from my understanding everything on that is completely software, being just a couple of CPUs a framebuffer, and a video encoder to display the framebuffer.
@tHeWasTeDYouTh
@tHeWasTeDYouTh 4 жыл бұрын
crazy when you realize this only has 2mb of ram. this work for these demos but for real games with a lot of things going on it is just not enough. read some of the interviews that John Carmack made when he was porting Doom to the Jaguar and then a follow up after it is done. His mood changes completely
@A31Chris
@A31Chris 4 жыл бұрын
His mood may have changed but his information was incorrect. He was a great programmer but he wasn't infallible. Nor a Jag expert.
@tHeWasTeDYouTh
@tHeWasTeDYouTh 4 жыл бұрын
@@A31Chris the Jag was a stillborn console, tramiel made it as cheap as possible so it was never going to succeed or even compete against the ps1 or even the 3do. console was 270 when it came out and no one bought it even with doom and alien vs predator which was an amazing game.
@A31Chris
@A31Chris 4 жыл бұрын
@@tHeWasTeDYouTh yes unfortunately
@Roninkinx
@Roninkinx 3 жыл бұрын
This feels like it could handle FF7s world map as flat shaded with lower view distance.
@A31Chris
@A31Chris 3 жыл бұрын
This renderer is extremely inefficient crap.
@datassetteuser356
@datassetteuser356 2 жыл бұрын
So is this from Atari themselves back in the day or have you done it more recently?
@A31Chris
@A31Chris 2 жыл бұрын
What? No this code is from Atari circa 1995
@mickmickymick6927
@mickmickymick6927 5 жыл бұрын
Could a game like Tomb Raider play on the Jaguar?
@darksynbios.i.1623
@darksynbios.i.1623 5 жыл бұрын
Possible, but Jaguar need the right tools and skill to happen that.
@A31Chris
@A31Chris 4 жыл бұрын
@Philip Wood FFL still uses extremely primitive techniques. Though it's probably the most advanced renderer to come out of Atari Corp for the Jaguar it still uses the 68k at the heart of everything and doesn't use the DSP to help the GPU. Primitive primitive techniques
@A31Chris
@A31Chris 4 жыл бұрын
@Pearlholics Anonymous megabytes not megabits
@pocketstationman6364
@pocketstationman6364 4 жыл бұрын
How do you make 3D models for Jaguar?
@A31Chris
@A31Chris 4 жыл бұрын
Probably using one of the 3DS Max converters www.3do.cdinteractive.co.uk/viewtopic.php?f=35&t=3430
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