Working on a new game in 16K lores : preview

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bobs
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Working on a new game in 16K lores : preview

Post by bobs » Wed Aug 10, 2011 10:18 pm

All this talk of hi-res low-memory games - pah! You know you all want big blocky graphics taking lots of memory!! ;)

I've been working for the last few months on a 3D ray-casting engine for the ZX81 - head over to my Facebook page if you haven't already (you don't need to be a fan to see it or the images & videos within it - but join up and say 'ello if you can) and take a look. He's a video of the work-in-progress code from last week.

http://www.facebook.com/video/video.php ... 0300784684

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iturbez
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Re: Working on a new game in 16K lores : preview

Post by iturbez » Wed Aug 10, 2011 11:22 pm

Keep up that good work! :shock: :shock: :shock:

RWAP
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Re: Working on a new game in 16K lores : preview

Post by RWAP » Thu Aug 11, 2011 10:07 am

Another really good start - although I find it rather difficult to spot the gaps in the walls sometimes - maybe you need an upright line to define the ends of the wall?

angus
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Re: Working on a new game in 16K lores : preview

Post by angus » Thu Aug 11, 2011 10:17 am

That is looking really, really good. The best thing on the '81 since 3D Monster Maze :) Indeed potentially better!

sirmorris
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Re: Working on a new game in 16K lores : preview

Post by sirmorris » Thu Aug 11, 2011 11:25 am

Hahaha that rocks!

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Re: Working on a new game in 16K lores : preview

Post by yerzmyey » Wed Aug 17, 2011 12:01 am

bobs wrote:All this talk of hi-res low-memory games - pah! You know you all want big blocky graphics taking lots of memory!! ;)
I've been working for the last few months on a 3D ray-casting engine for the ZX81 - head over to my Facebook page if you haven't already (you don't need to be a fan to see it or the images & videos within it - but join up and say 'ello if you can) and take a look. He's a video of the work-in-progress code from last week.
http://www.facebook.com/video/video.php ... 0300784684

Dude, I'm speechless. I have never thought I'd see something like _that_ on ZX81.
I presume there will be some full version with monsters (even if levels would be multiloaded on 16K, I'd go for it).
IN NIHILUM REVERTERIS - a big text-adventure game for ZX81: http://tiny.pl/g2m6m
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/

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XavSnap
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Re: Working on a new game in 16K lores : preview

Post by XavSnap » Thu Aug 18, 2011 10:11 pm

Hi,
I can't have a look to the video... i'm on a LowRes modem.
Can i have some pictures, please !
:oops:

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BrunoFlorindo
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Re: Working on a new game in 16K lores : preview

Post by BrunoFlorindo » Fri Aug 19, 2011 6:57 pm

The fact that this is possible on a ZX81 is impressive indeed. If the walls didn't had any bricks and were just defined by their outline, how much faster would it be? I understand you need some texture in order to show movement, but maybe you don't need full brick walls.

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yerzmyey
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Re: Working on a new game in 16K lores : preview

Post by yerzmyey » Sat Aug 20, 2011 12:41 am

Bricks, bricks, bricks!! ;)


Hehehehe.



Of course I mean any nice low-res textures. I think it's not slow at all.
At the moment anyway (without monsters ;-) ).
IN NIHILUM REVERTERIS - a big text-adventure game for ZX81: http://tiny.pl/g2m6m
"MONOCHROME" issue 5 - (Spring 2014) free paper/PDF magazine about ZX81: http://tiny.pl/q2m44
ZX81 COMPETITIONS 2007/2009: http://zx81.republika.pl/

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bobs
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Re: Working on a new game in 16K lores : preview

Post by bobs » Wed Aug 31, 2011 2:08 pm

RWAP wrote:Another really good start - although I find it rather difficult to spot the gaps in the walls sometimes - maybe you need an upright line to define the ends of the wall?
It's all pretty work-in-progress at the moment. The texturing is now better than it was in that video, but there is obviously room for improvement, which I'll come back to once other sections of the engine are in place, such as...
yerzmyey wrote:I presume there will be some full version with monsters (even if levels would be multiloaded on 16K, I'd go for it).
I'm currently working on the logic for enemies/monsters. Like all of this engine, how to do it isn't the problem, but rather how to do it quickly on a ZX81. It's possible that the calculations for monsters might mean that other features might be dropped, such as...
BrunoFlorindo wrote:The fact that this is possible on a ZX81 is impressive indeed. If the walls didn't had any bricks and were just defined by their outline, how much faster would it be? I understand you need some texture in order to show movement, but maybe you don't need full brick walls.
The first video on the page is of the engine in wireframe, and if I went the full way to an optimised wireframe solution it would be faster than the current textured version (although not hugely faster as a lot of the time is taking with the ray casting, and the logic behind a proper bitmap display) but require a completely different code base for the wall rendering. I wanted to try for the texturing if I could, just to see if it could be done...
yerzmyey wrote:Bricks, bricks, bricks!! ;)

Hehehehe.

Of course I mean any nice low-res textures. I think it's not slow at all.
At the moment anyway (without monsters ;-) ).
Indeed. The current code base is slightly faster than the video, and I'm working on the monsters at the moment.

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