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Rewriting wipEout

phoboslab.org

51–60 of 64 posts

Re: Rewriting wipEout

#51

This is great. Sidenote, there should be some amazing games capable of running browser now. Is there any list or any recommendation ?

Try these out, they're made in Unreal and compiled to WASM.

Note that the second link (space game) will take a bit longer to load, as there's no loading screen.

https://vehiclegame.tiwsamples.com/

https://play.spacelancers.com/

Re: Rewriting wipEout

#52

> The PSX devkits came with a library called LIBGPU, which handled the rendering. Since the PSX GPU didn't have a z-buffer, all primitives you wanted to draw (triangles, quads and sprites) needed to be submitted into an “ordering table” or OT for short. This table had (typically) 8192 slots allowing for 8192 different z-levels. The GPU would then rasterize the list back to front. The result would not be perfect (in s…

I really like your project there - ps1 dev without psy-q!

Re: Rewriting wipEout

#55

Just a reminder that BallisticNG is an equally addictive Wipeout clone and available on all Steam platforms. A Nintendo Switch port was also announced. https://store.steampowered.com/app/473770/BallisticNG/

No news on the Switch version after 2.5 years?

Re: Rewriting wipEout

#56

Earlier quoted context omitted.

You are right: unlike modern platforms with vertex shading capabilities, the geometry pipeline runs entirely on the CPU and GTE. The GPU is a "black box" that operates exclusively in screen space and only gets access to transformed X/Y coordinates, which is also why it cannot calculate the depth of each pixel and use it to apply perspective correction to projected textures [1]. [1] https://en.wikipedia.org/wiki/Textu…

I wonder how perspective corrected texture mapping works on emulators. Maybe the coordinate values passed from GTE to GPU are "shadowed" with extra data about the transformation, that is then retrieved further down the pipeline I suppose there could be multiple approaches

Huh. I never thought about this. One of the advantage of some of these emulators is being able to fix the perspective issue on the texture-mapping, but of course most 90s games were doing the texture-mapping in 2D and the 3D points had already been projected into screen space.

This isn't an easy problem to solve. I can't think of a way you could back figure the Z from the rendered data. The only other solution I can think of is to somehow break the models up into smaller polys as they are loaded into memory. If you break them up the individual triangles will be smaller and the lack of perspective won't show.

Re: Rewriting wipEout

#57

I loved everything about Wipeout, except the racing. The controls where impossible and the difficulty ridiculous. But the music, the art style, the concept and attitude of that game was awesome. I spent many hours playing it on PSX as an early teenager.

https://en.wikipedia.org/wiki/The_Designers_Republic

Re: Rewriting wipEout

#58
programmers who don't understand seasoned game developers' views on manual memory management (and aversion to garbage collection) might want to take a look at the "Rewriting the memory management" section—look at how simple that is, both to implement and maintain!

Re: Rewriting wipEout

#59
post #4

> Each new release was decidedly worse than the previous one. Compare the original PSX version (video) to the DOS release (video): The vertex lighting on the track is gone, everything looks flat, there is no transparency and the speedometer was redrawn by a programmer. The ATI Rage Edition (video) carried this mess forward, introduced visible seams in the geometry everywhere, somehow corrupted the software z-sorting…

> Unfortunately whoever ported it was brand-new to programming or something because they pinned the game speed to the CPU speed, or screen refresh rate or similar.

'twas common practice than you might think-- https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensi... http://www.cpukiller.com/

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