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Making Graphics Like it's 1993

staniks.github.io

131–140 of 169 posts

Re: Making Graphics Like it's 1993

#131

There is nothing wrong with using AI. What I don't like is to see claims like "no AI slop" And yet it's riddled with emdashes and language "by hand" Seeing the skills of the writer, he definitely should be able to, but then I don't understand the claim.

From the article they list a bunch of arbitrary constraints... > If this sounds unreasonable to you, that is because it is. Those listed, are tame. I don't understand this kind of faux modesty. > My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s Goes on to explain how they used 3D blender...which wasn't available until 1998. A vanity cat project being t…

You look like you are completely unaware of the wave of big and small early nineties games that used flat shaded 3D renders for art, sprites, and full motion video segments. Unlike fully textured polygons, they could be rasterised quickly on older or entry level Silicon Graphics workstations (or cheaper alternatives, but with more sweat). It was one of the distinctive styles of that era.

Re: Making Graphics Like it's 1993

#132
post #118
post #113

Earlier quoted context omitted.

No, I'm talking about VGA. Super VGA is where it got more complicated, with its many variations, higher resolutions, and higher bit depths.

I think GP is referring to EGA which also used address 0xA0000 but you had to program it in it a planer mode of 16 colors out of a palette of 64. VGA provided backward compatibility with this but introduced the 256 color modes with mode 13h being the linear addressable 320x200 res mode, however this mode sacrificed 3/4 of the video memory. This mode was also referred to as "chained" mode as it chained all 4 bitplanes…

Yes, and if you want to go program for some other platform? The limitations and complications are completely different.

Re: Making Graphics Like it's 1993

#133
post #2

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…

> Duke Nukem as well used a BSP engine The Build engine didn't use BSP, it treated connections between sectors as portals and rasterized the walls as (90 degree rotated) trapezoids while performing clipping against those portals. This allowed it to have dynamic wall geometry (e.g. moving trains, rotating light fixtures, etc) as well as "room-over-room" setups as long as you couldn't see both rooms at the same time (i…

I saw recently on the website of the guy who built the Build engine that licensees got some .c files and some .o files (with the rough breakdown being game code in .c files and engine code in .o files) but I guess if you knew enough you could hack around.

Re: Making Graphics Like it's 1993

#134
post #2

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more…

Later on, in Shadow Warrior, you could even do that, i think they used portals to implement it and i remeber it was a pain to set up in the editor.

No man is island, except Lo Wang.

Re: Making Graphics Like it's 1993

#136
post #49

Earlier quoted context omitted.

Not a "shooter", but the "No One Lives Forever" franchise is another example of a female protagonist in a first person game. Edit: I completed forgot Chell from Portal, too!

Unreal actually also has a female protagonist. https://unrealarchive.org/wikis/the-liandri-archives/Prisone...

Unreal gives the player their choice of protagonist. The default choice is not canonical.

https://unreal.fandom.com/wiki/Prisoner_849

> The character of Prisoner 849 is commonly speculated to be Gina, as her model (Female 1) and skin are the first character to appear in alphabetical order; this is even reinforced by UnCreature giving the female player a bio while the male player bio just reads "See Female Player". However, the character of Prisoner 849 is completely up to the player's choice, hence the use of neutral nouns in this article.

Re: Making Graphics Like it's 1993

#137
post #125
post #115

Earlier quoted context omitted.

It's certainly the most rudimentary. Small optimisation on the inner-loop would be to pre-calculate the scanline offset before going into the pixel loop: int s = y*screenRect.w; for (int x = 0; x >3, y+frame, x+frame); }

I'd be surprised if the compiler didn't make that optimisation on its own.

Possibly, but always check the assembly.

The even faster version, opts aside, would be to initialize the pointer at y*screenRect.w and ++ at every loop to avoid the addressing arithmetic.

Re: Making Graphics Like it's 1993

#138

Earlier quoted context omitted.

I doubt it was intentional, but in general, I am not impressed by that and don't find any value in that. Same with Hollywood's depiction of women knocking out guys twice their size. Unrealistic, ridiculous, and harmful.

not harmful. why should women in action films need to be held to a higher standard the men? Hollywood's depiction of action movies in general is unrealistic. Stereotypical Good Guy gets in a fist fight with a Random Thug, and after trading blows for a while the Good Guy knocks out Random Thug and carries on with the rest of the movie without a problem. No bruising, no eye swelling shut, no broken ribs restricting mov…

I don't even know what GP is smoking, but real fights are measured in milliseconds.

Re: Making Graphics Like it's 1993

#139

I was genuinely surprised how good the render -> quantized sprite looked. That quick conversion made them look crispy .

Ironically, the image showing the graph that does that transformation could have gone through the pipeline as well.

I'd be curious to know in more detail what exactly is going on there. I guess the box sharpening is where most of the beef is.

Re: Making Graphics Like it's 1993

#140
post #117

Earlier quoted context omitted.

> Duke Nukem as well used a BSP engine The Build engine didn't use BSP, it treated connections between sectors as portals and rasterized the walls as (90 degree rotated) trapezoids while performing clipping against those portals. This allowed it to have dynamic wall geometry (e.g. moving trains, rotating light fixtures, etc) as well as "room-over-room" setups as long as you couldn't see both rooms at the same time (i…

The funny thing is that looking backwards, I would never use a grid of squares for a raycaster like wolfenstein3d did. If I were to do a raycaster today, I would use convex sectors with portals, basically like duke nukem, but constant wall heights. You can do drawing very simply by just doing a linear pass across the sector, recursively stepping into other sectors. Then you can at least do arbitrary level geometries.

A grid of squares makes sense for the target hardware at the time though (286 or better CPU)
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