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Author Topic: Amiga port of Wolfenstein 3D  (Read 14041 times)

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Offline Linde

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Re: Amiga port of Wolfenstein 3D
« on: December 14, 2010, 01:47:37 AM »
Quote from: whabang;598459
Considering it ran on my old 286, and it's heavy use of sprites, a proper port should run pretty well on an unexpanded A1200.

But then I can't code, and don't own a real miggy anymore. ^^


3D graphics on the Amiga chipset is a whole other business than in VGA. I think a lot of the rendering code in Wolfenstein 3D is built around the idea that the computer is using a linear frame buffer. If you take that away, there's a lot you have to change in the code (more so than in doom or quake) to make it run acceptably in planar ECS or AGA modes, and still, you'll never achieve the same performance without a much faster processor.

As for the FPS games that actually run acceptably on a stock 1200 (alien breed 3d, gloom, ..?), they similarly use platform specific tricks to pull it off.
 

Offline Linde

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Re: Amiga port of Wolfenstein 3D
« Reply #1 on: December 14, 2010, 08:45:36 PM »
Quote from: whabang;598661
Really? I was under the impression that Wolfenstein pre-rendered the wall tiles and then simply scaled everything. /me considers looking at the code.

Maybe, but even with all the precalculations, simply writing this pre-rendered and scaled data to the screen takes a lot more time in ECS/AGA. Native Amiga FPS games surely off-load some of this by using hardware sprites, less colors, hardware low-cpu use sound playback, blitter etc.