More VIC-20 coolness: Anything by Viznut/PWP. Check out one of the demos, keeping in mind this runs on unexpanded hardware with less than 4KB of RAM : http://www.youtube.com/watch?v=OaFPU6oRXJ8 Some interesting write-ups about VIC-20 oddity exploited by the demoscene: http://www.zimmers.net/anonftp/pub/cbm/vic20/programming/vic... http://www.pelulamu.net/pwp/vic20/waveforms.txt
Doom on the Commodore VIC-20
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Re: Doom on the Commodore VIC-20
#12Re: Doom on the Commodore VIC-20
#13Later I upgraded to a C-64 and was blown away by how much better everything was. This VIC-20 project makes me wonder how much a C-64 would be capable of today with modern software tools and methodologies and dedication. I'm betting you could approach Amiga 500 territory with it.
Re: Doom on the Commodore VIC-20
#14I had a VIC-20 back in the day and I never thought something like this would be available on that type of machine. It was soooo limited, even compared to most of its peers at the time. It was also cheap, that's why I could afford one on a paperboy's salary. :) Later I upgraded to a C-64 and was blown away by how much better everything was. This VIC-20 project makes me wonder how much a C-64 would be capable of today…
I recommend all the demos from Oxyron and Booze Design.
Re: Doom on the Commodore VIC-20
#15I think this is a video of it: http://www.youtube.com/watch?v=Y7h3H-_8N_o If that really is vic-20 hardware... that's amazing!
I think the biggest constraint on a vic-20 would have been memory. The apple II had the same CPU with some fairly impressive 3D-esque games. http://www.youtube.com/watch?v=aQLFwUu5cTY ...but yeah, I actually knew someone with a VIC-20 and the software for it was truly abysmal even at the time.
You're probably right the main limitation is memory.
Skyfox was written around the constraints of these platforms from the outset, and if you have a little bit of extra memory to waste there are tons of methods you can use to do less work.
On the C64 at least (not idea about the Apple II, as I don't think I ever even saw one in person - they were not widespread in Europe), custom character sets (so you could move just a few characters to move an object), hardware sprites and careful animation of small subsets of characters in the custom character sets, coupled with multiple versions of these character sets with pre-scaled objects were all common ways of handling 3D.
Only a very few games ever tried doing 3D "properly" with bitmap graphics, and they uniformly looked much worse. E.g. Elite.
Re: Doom on the Commodore VIC-20
#16Re: Doom on the Commodore VIC-20
#17Re: Doom on the Commodore VIC-20
#18More VIC-20 coolness: Anything by Viznut/PWP. Check out one of the demos, keeping in mind this runs on unexpanded hardware with less than 4KB of RAM : http://www.youtube.com/watch?v=OaFPU6oRXJ8 Some interesting write-ups about VIC-20 oddity exploited by the demoscene: http://www.zimmers.net/anonftp/pub/cbm/vic20/programming/vic... http://www.pelulamu.net/pwp/vic20/waveforms.txt
Wow. The vic-20 was my first computer, and I did not think tht was possible on it. At the time I remember thinking I should have asked for a Spectrum instead but I didn't think my parents would take it seriously :-)
(h/t Nate Lawson, who sent this to me last night).