Maybe the 8MHz ARM2 would have matched the 16MHz 68030 crippled with 16-bit bus in the Atari Falcon!.
lol yeah, I like the falcon though. Borg that with an A1200, i'd have been happy!
I almost bought an Archie A3010 by mistake you know, thought it was an A1200 in the shop, only when he asked for £500 that I realised it wasn't the new A1200
@Digiman
Yeah, we can use c2p we have to. Lord Riton over at eab has got a HAM8 engine going, it's pretty nice. Doubt we'd need that many colours, i'm talking about plain polys after all. If we use shading, then maybe.
I got some feed back from the chaos engine game dev site (not as much as i would have liked):
"with a plain poly you can just write the same colour to each part of the scanline the poly covers. There are no calculations or lookups when writing a scanline and often depending on the raw bitplane formats you can write multiple pixels at once.
for gouraud shading you need to calculate the start and end colours for each scanline and interpolate between them, worst case is you lose the ability to write multiple pixels at once but depending on how much memory you have to play with you may be able to still do this.
for texture mapping you have to work out start and end pixels in the texture (these may not be on the same vertical or horizontal line) and then write these out to the correct scan line(s) with possibly variable scaling in the x. This can get nasty if you have polys which have too much throw in the z.
you're probably safe saying each is an order of magnitude slower than the last.
Also performance is dependant on poly size and small polys will look better than big ones."
Also:
well I know *wink wink* that one of the coders in our demo group is working on a flatshade engine that'll run ~15,000 polys on 060. Without all the trimmings of a game, obviously (Loonies)