Welcome, Guest. Please login or register.

Author Topic: What happened the Poseidon author?  (Read 14208 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« on: October 31, 2007, 02:36:20 PM »
I send Chris yesterday a Bug rebort about tlsfmem.he answer me shortly he release this not, so i need not check for Bugs more.

I offer him to furtherdevelop tlsf mem.but currently no response.

The OS4 Fan trolls are for my point of view people that were frustratet about Situation on OS4 and can nothing do.
I am too not happy with OS4 and do AFA.

I see none of the OS4 Fan trolls coding for their loved OS.

So this people are 0000 in my eyes.

The OS4 Fan trolls write bad things, that arent true and hope so they can promote their OS and demotivate others.

In the last year AFA grow i get more and more bad lie words, without Facts to afa.  

other developers and users think then, that AFA is low quality and if a user report a Bug first they say its AFA problem.

you can see such a reaction in the YAM Forum amikit and YAM.
Later new mpega.library was fault by detecting the png image as a sound

but there are more such situations.

first i want give up afa, but because i use afa for my own, and i dont happy with the features the loved OS4 offer(i want fast Hardware, hardware opengl, better skin system, fast speed for 68k Soft) and i dont want count to a community that can nothing diffrent do, than tell other things bad and announce, to show people their OS is the future.I believe long years Hyperion do a good job for amiga, because of the cebit announce.so i wait. But when i see the first 2 OS4 releases, i give up hope, only i can say is that i should better begin with afa 2001.then it have progress of now in year 2003.but now i am late, but
i continue AFA and i surly dont give it up because of OS4 trolls.

The OS4 trolls can maybe demotivate but i think they dont increase features and quality of OS4.

For example a troll told me that hardware opengl is not need on OS4, because there are no programs that need it.
I should wirte amiblitz so it work with that what OS4 offer.

So amiblitz 3d engine cant use on OS4, because that need stormmesa that work on classic and PPC and winuae.
on os4 stormmesa PPC work only software render slow.

The reason wy i change to work amiblitz 2 on OS4 is the only fact that the perfect paint author want use OS4. So to get newer perfect paint, i must waste time to do workarounds for OS4 so amiblitz and debugger was usable on OS4 and offer so graphic source Level debugger on OS4  

but what the sense is when the devs of the pages listet in first Post dont release their software i dont know.

Only what make sense is that all the many 68k and MOS developers that make their software runbable on OS4 too say no OS4 support. Most OS4 developers code only OS4, so this is no miss for MOS 68k.

But this split the market more, and bad troll boys are on anews only 4 people i know.

They get very aggresive, to everybody that have not same meaning as they.so most say ok we ignore them.

So a software developer stand allone with that aggressive people.




I i am not very happy what the OS4 side do, announce often to fake on this OS is progress happen but nothing happen, trolls write bad words when this is critic.

For example as i pab anderstand he told that the tlsfmem can be slower.

I do speed measuring between OS4 and AFAOS, and post the measure program that show that tlsfm mem is always very fast.

anews delete that post without comment in ca. 10 minutes.  

without tlsfmem on AMD64 3000+ (real 1,8 GHZ) winuae

alloc mem sec 1.366
free mem sec 1.453
empty loop alloc mem sec .009
empty loop free mem sec .009  

when more memory fragment, alloc mem increase to 2 sec      

with tlsf mem

alloc mem sec .664
free mem sec .223
empty loop alloc mem sec .009
empty loop free mem sec .009        

OS4 Final 800 MHZ aone

alloc mem sec 5.48
free mem sec .961
empty loop alloc mem sec .135
empty loop free mem sec .162


INCLUDE "eclock.include.bb2"
#countnum= 400 000
eclock_Start{1000}
Dim memarray.l(#countnum)

For i.l= 0 To #countnum
memarray(i)=AllocVec_ (70+(i/(#countnum/100)),0)
Next
cnt.l=eclock_Stop{}
eclock_Start{1000}
erg.f=cnt/1000
NPrint "alloc mem sec ",erg
For i= #countnum/2 To #countnum-1
FreeVec_ memarray(i)
FreeVec_ memarray(i-(#countnum/2))
Next
cnt.l=eclock_Stop{}
eclock_Start{1000}
erg.f=cnt/1000
NPrint "free mem sec ",erg

For i.l= 0 To #countnum

Next
cnt.l=eclock_Stop{}
eclock_Start{1000}
erg.f=cnt/1000
NPrint "empty loop alloc mem sec ",erg
For i= #countnum  To 0 Step -1

Next
cnt.l=eclock_Stop{}
erg.f=cnt/1000
NPrint "empty loop free mem sec ",erg
Delay_ 50

End
 

 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #1 on: October 31, 2007, 05:08:17 PM »
>What does Amiga OS 4.0 have to do with this, and who are >these "OS4 trolls" you speak of?

The thing happen between pab and Chris i am 99% sure is a battle in the red between blue war ;-)

if you really dont know that pab is a real OS4 Fan that write many posts to show them in brightest light and show other in darker light, use a german translator and go to anews. What pab write here i dont know.
 
But now when they nothing new release for MOS, OS4 get better chances that buy more OS4 cybppc. ;-)

I realy see no sense in the action chris do, maybe Hyperion have offer him money to find a way that developers stop software for MOS and 68k :-)

>BTW, can you do some more extensive tests on OS4? I'd >like to know what happens as memory fragmentation >increases.

I have no OS4 System and i dont want a OS4 system, but i like to know if final OS4 really get a new memsystem or Hyperion do fake.

So i send the bench a OS4 User and he test.the older OS4 take 12 sec, so new memsystem in OS4 is no fake btw.

i have upload the membenches here.memperf.lha.source is in too

www.david-mcminn.co.uk/bernd

so a OS4 user can test.

the time the bench take increase with AOS memsystem.on tlfsmem the time is always the same.

>Finally, could you please have a look at using MiniGL for >AmiBlitz 3D?

You can also see in screenshots_3d dir of the 3d System from amiblitz.

minigl is not good enough to do that features, also mingl is a link library that only c coders can use.

also i dont want do extra work for a OS that have no new Hardware.

A OS with no new real hardware is here with AOS 68k, but because of UAE and JIT this can run on new X86 hardware lots faster

i begin with BB2 to amiblitz only from that day, that the hardware situation is safe for 68k with UAE.
I want sure know, that my Software run in 10 years too
 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #2 on: October 31, 2007, 08:58:11 PM »
>The problem is that there are so many other things that >need work that 3D has a low priority at the moment. We >just don't have enough developers right now.

Gorky17 if that ever is release need too 3d.

But it is enough for amiblitz if warp3d work ok.
Maybe its only a simple Bug in warp3d, wy OS4 warp3d dont work with storm mesa.

I see on a aone with Radeon9xxx in club meeting that warp3d gears demo do display erors and some other games. warp3d i hear is since over 1 year not updatet, so the situation is not change.
 
Stormmesa PPC version in software render work, when use warp3d then the warp3d init fail.

The OS4 user who want use 3d for his games send a Bug report as far i remember long time ago.

>What features are missing that AmiBlitz 3D needs?

see in the name{ the functions that are used.i onlyx implement functions that are currently need in the AB2 3d api and demo.

!libheader{#libnum,init,0,finit,0}

!dumtoke{"Stormmesa","",_toke}

!afunction{#long}
!args {#long}
!libs
!subs {LVOAmigaMesaCreateContext,0,0}
!name {"AmigaMesaCreateContext_","amesa_context= (tagListptr)"}

!astatement
!args {#long}
!libs
!subs {LVOAmigaMesaDestroyContext,0,0}
!name {"AmigaMesaDestroyContext_","amesa_context"}

!astatement
!args {#float,#float,#float,#float}
!libs
!subs {_glclearcolor,0,0}
!name {"glClearColor_","red,green,blue,alpha"}

!astatement
!args {#long}
!libs
!subs {_glshademodel,0,0}
!name {"glShadeModel_","GL_FLAT or GL_SMOOTH"}

!astatement
!args {#long}
!libs
!subs {_glenable,0,0}
!name {"glEnable_","tag"}

!astatement
!args {#long}
!libs
!subs {_gldisable,0,0}
!name {"glDisable_","tag"}


!astatement
!args {#float}
!libs
!subs {_glcleardepth,0,0}
!name {"glClearDepth_","depth"}

!astatement
!args {#long}
!libs
!subs {_gldepthfunc,0,0}
!name {"glDepthFunc_","tag  ;example:GL_LEQUAL"}

!astatement
!args
!libs
!subs {_glloadidentity,0,0}
!name {"glLoadIdentity_","  ;Reset the Matrix"}

!astatement
!args {#float,#float,#float}
!libs
!subs {_gltranslatef,0,0}
!name {"glTranslatef_"," x,y,z"}

!astatement
!args {#float,#float,#float}
!libs
!subs {_glscalef,0,0}
!name {"glScalef_"," x,y,z"}

!astatement
!args {#float,#float,#float,#float}
!libs
!subs {_glrotate,0,0}
!name {"glRotatef_","angle,x,y,z"}

!astatement
!args {#long}
!libs
!subs {_glclear,0,0}
!name {"glClear_","bitfield ;GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT"}

!astatement
!args {#long,#long}
!libs
!subs {_glbindtexture,0,0}
!name {"glBindTexture_","target,texturenum ;target example GL_TEXTURE_2D"}

!astatement
!args {#long}
!libs
!subs {_glbegin,0,0}
!name {"glBegin_","mode ;GL_TRIANGLE or GL_QUAD"}

!astatement
!args
!libs
!subs {_glend,0,0}
!name {"glEnd_"," ;end a glBegin"}

!astatement
!args {#float,#float}
!libs
!subs {_gltexcoord2f,0,0}
!name {"glTexCoord2f_","s,t"}

!astatement
!args {#float,#float,#float}
!libs
!subs {_glvertex3f,0,0}
!name {"glVertex3f_","x,y,z"}

!astatement
!args {#long,#long,#long,#long}
!libs
!subs {_glviewport,0,0}
!name {"glViewport_","x,y,width,height"}

!astatement
!args {#long}
!libs
!subs {_glmatrixmode,0,0}
!name {"glMatrixMode_","mode ;GL_PROJECTION or GL_MODELVIEW"}

!astatement
!args {#float,#float,#float,#float}
!libs
!subs {_gluperspective,0,0}
!name {"gluPerspective_","fovy,aspect,znear,zfar"}

!astatement
!args {#long,#long,#long}
!libs
!subs {_glcolor3b,0,0}
!name {"glColor3b_","red,green,blue"}

!astatement
!args {#long}
!libs
!subs {_amigamesaswapbuffers,0,0}
!name {"AmigaMesaSwapBuffers_","mesacontext"}

!astatement
!args {#long,#long}
!libs
!subs {_amigamesamakecurrent,0,0}
!name {"AmigaMesaMakeCurrent_","mesacontext,buffer"}

!astatement
!args {#long,#long,#long}
!libs
!subs {_gltexparameteri,0,0}
!name {"glTexParameteri_","target,pname,param"}

!astatement
!args {#long,#long,#long}
!libs
!subs {_gltexgeni,0,0}
!name {"glTexGeni_","coord,pname,param"}

!astatement
!args {#long,#long,#long}
!libs
!subs {_gltexenvi,0,0}
!name {"glTexEnvi_","target,pname,param"}

!astatement
!args {#long,#long}
!libs
!subs {_glhint,0,0}
!name {"glHint_","target,mode"}

!astatement
!args {#long,#long,#varptr}
!libs
!subs {_glmaterialfv,0,0}
!name {"glMaterialfv_","face,pname,ptrparams"}

!astatement
!args {#long,#long,#varptr}
!libs
!subs {_gllightfv,0,0}
!name {"glLightfv_","light,pname,ptrparams"}

!astatement
!args {#long,#long}
!libs
!subs {_glgentextures,0,0}
!name {"glGenTextures_","# of texture to create,addr of texture name array"}

!astatement
!args {#long,#long,#long,#long,#long,#long,#long}
!libs
!subs {_glubuild2dmipmaps,0,0}
!name {"gluBuild2DMipmaps_","# of texture to create,addr of texture name array"}

!astatement
!args {#long,#long}
!libs
!subs {_gldeletetextures,0,0}
!name {"glDeleteTextures_","# of texture to delete,addr of texture name array"}

!astatement
!args {#long,#long,#float}
!libs
!subs {_gltexenvf,0,0}
!name {"glTexEnvf_","target,pname,param; set texture parameters in float"}

!astatement
!args {#float,#float,#float,#float}
!libs
!subs {_glcolor4f,0,0}
!name {"glColor4f_","red,green,blue,alpha; pars in float 0-1"}

!astatement
!args {#long,#long,#long,#long}
!libs
!subs {_glcolor4i,0,0}
!name {"glColor4i_","red,green,blue,alpha; pars in int 0-255"}

!astatement                                        ;untestet
!args
!libs
!subs {_glpushmatrix,0,0}
!name {"glPushMatrix_",""}

!astatement
!args
!libs
!subs {_glpopmatrix,0,0}
!name {"glPopMatrix_",""}

!astatement
!args {#float,#float,#float,#float,#float,#float}
!libs
!subs {_glortho,0,0}
!name {"glOrtho_","left,right,bottom,top,near_val,far_val)"}

!astatement
!args {#long,#long,#long,#long,#long,#long,#long,#long,#long}
!libs
!subs {_glteximage2d,0,0}
!name {"glTexImage2D_","target,level,components,width,height,border,format,type,ptr_pixels)"}

!astatement
!args {#float,#float,#float,#float,#float,#float,#float,#float,#float}
!libs
!subs {_glulookat,0,0}
!name {"gluLookAt_","eyex,eyey,eyez,centerx,centery,centerz,upx,upy,upz)"}

!astatement
!args {#float,#float,#float}
!libs
!subs {_glnormal3f,0,0}
!name {"glNormal3f_","x,y,z"}

!astatement
!args {#float,#float}
!libs
!subs {_glvertex2f,0,0}
!name {"glVertex2f_","x,y"}

!astatement
!args {#long,#long,#long,#long,#long,#long,#long,#long}
!libs
!subs {_glCopyTexImage2D,0,0}
!name {"glCopyTexImage2D_","target,level,internalformat,x,y,size,width,border)"}

!astatement
!args {#long,#long}
!libs
!subs {_glblendfunc,0,0}
!name {"glBlendFunc_",""}
 
!astatement
!args
!libs
!subs {_glflush,0,0}
!name {"glFlush_",""}
 
!astatement
!args {#long,#long,#long}
!libs
!subs {_glmateriali,0,0}
!name {"glMateriali_",""}

!astatement
!args {#long,#long}
!libs
!subs {_gllightmodelfv,0,0}
!name {"glLightModelfv_",""}                        ;48
 
!astatement
!args {#long,#long,#float}
!libs
!subs {_gllightf,0,0}
!name {"glLightf_",""}                        ;49

!afunction {#long}
!args
!libs
!subs {_glunewquadric,0,0}
!name {"gluNewQuadric_","Make a handle for a new quadric"}                 ;50 Befehle

!astatement
!args {#long}
!libs
!subs {_gludeletequadric,0,0}
!name {"gluDeleteQuadric_","*quadric_ptr"}                        ;51

!astatement
!args {#long,#float,#long,#long}
!libs
!subs {_glusphere,0,0}                        ;52
!name {"gluSphere_","*quadric_ptr,size,slices,stacks"}

!astatement
!args {#long,#long}
!libs
!subs {_glnewlist,0,0}
!name {"glNewList_","listnum,mode ;mode=#GL_COMPILE"}                        ;53

!astatement
!args
!libs
!subs {_glendlist,0,0}
!name {"glEndList_",""}                        ;54

!astatement
!args {#long,#long}
!libs
!subs {_gldeletelists,0,0}
!name {"glDeleteLists_","listnum,range; range >1 for more than 1 list to delete"} ;55                        ;54

!astatement
!args {#long}
!libs
!subs {_glcalllist,0,0}
!name {"glCallList_","listnum ; draw the list"} ;56

!astatement
!args {#long,#long}
!libs
!subs {_gluquadrictexture,0,0}                        ;57
!name {"gluQuadricTexture_","*quadric_ptr,mode;mode 1= on 0= off"}

!astatement
!args {#long,#float,#float,#float,#long,#long}
!libs
!subs {_glucylinder,0,0}                        ;58
!name {"gluCylinder_","*quadric_ptr,baseradius,topradius,height,slices,stacks"}

!astatement
!args {#long,#float,#float,#long,#long}
!libs
!subs {_gludisk,0,0}                        ;59
!name {"gluDisk_","*quadric_ptr,innerradius,outerradius,slices,stacks"}

!astatement
!args {#long,#long}
!libs
!subs {_glfogi,0,0}
!name {"glFogi_","pname,param"} ;60

!astatement
!args {#long,#float}
!libs
!subs {_glfogf,0,0}
!name {"glFogf_","pname,float param"} ;61

!astatement
!args {#long,#long}
!libs
!subs {_glfogfv,0,0}
!name {"glFogfv_","pname,pointer to float array"} ;62
 
!astatement
!args {#long,#long}
!libs
!subs {_gllightmodeli,0,0}
!name {"glLightModeli_","pname,value in int ;#GL_LIGHT_MODEL_TWO_SIDE"} ;63

!astatement
!args {#long}
!libs
!subs {_glfrontface,0,0}
!name {"glFrontFace_","value; #GL_CCW "} ;64
 
 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #3 on: November 01, 2007, 08:28:02 AM »
>Gorky17 if that ever is release need too 3d.

Yes gorky17 can run in software mode.
But from a modern OS i and as far the market show others want Hardware3d.

I play it 2005 on a magazine CD that cost simular 5$
on my PC with 3d Card.

It is much nicer nice in Hardware 3d have more effects and btw gorky17 is a good game ;-).I play it long time but come not further to enter the bank door.maybe i miss in earlier levels a weapon. So i give up without see the end  

>StormMESA actually uses Warp3D? I didn't realize that.

Yes, the amiblitz3d run also fast on a real classic amiga with 68k stormmesa 060/50 CPU in 32bit with a cybervisionPPC.  
 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #4 on: November 01, 2007, 08:56:40 AM »
>If there's anyone here with SAS/C, could you please >download StormMESA_archive.lha, StormMESA_src.lha, apply >the following fix:
>Comment out line 5003 in src/AMIGA/src/ADisp_HW.c the tag >I listed above. Then send me the resulting binaries (or >upload them to a server so that I can get them). That >would be greatly appreciated. If it's that one line >stopping it from working, it's a really easy fix. I just >don't have the right compiler.

thanks, that you take a closer look on it, but fix stormmesa is the wrong way.

Wy not just tell the OS4 developers that they should ignore the Tag.They can easy do and i guess more warp3d programs run on OS4.

In a good OS a OS API Component should all defined parameters execute correct or ignore them so it work.

It is very time consuming when every developer must hope that the function/Tag the developer need in his program work correct. This result, that a developer code most part with own code. In theory a big OS API is not need, a coder can do all himself, see C64.but if have a big OS API and 100%  working funktions save the developer time.  

I have not compile stormmesa and no sasc, but is that not possible in stormc3 ?

 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #5 on: November 01, 2007, 09:27:47 AM »
>Guys this is exactly why we need open source. When there >is no revenue stream (and there is NOT with the amiga >scene) it does not make sense for individuals to lead >important projects.

Yes thats the reason wy i dont like to use and code only for closed source AOS.

It is not only the childish problem, it is also a get money and time problem.

I dont think if OS4 MOS make too few money in the future that there is much futuredevelop or good Hardware.

ok the dev maybe have the spirit of amiga and do this without get profit.

But i think that they dream of getting money in future, or wy they dont release as opensource, when developers have less time, then its best.

I think the most progress in AOS Soft since 5 years is done in the opensource software

Since i do AFAOS i code near 0 in amiblitz because AFA make me more fun.

But because amiblitz is opensource Sven Dröge do that, and if he have problems or ask in what sourceline is that feature, i help him.

And so i have with very very few work since Sven do AB a nicer amiblitz.

so i cant believe that in future closed source AOS realy can exist, but most developers dont support AROS.

In my point of view a OS with no new buy hardware is a Retro OS.

and here seem 68k OS4 and MOS no diffrence.

But what i dont understand wy there is a red versus blue war and trolls as pab write such {bleep} to tlsfmem written from a non OS4 Coder

seem we sit all in same boat, we like amiga OS and the OS Hardware get on all side not much progress

Lets see what happen in 5 years ;-)
 

Offline unusedunused

  • Sr. Member
  • ****
  • Join Date: Nov 2005
  • Posts: 479
    • Show all replies
Re: What happened the Poseidon author?
« Reply #6 on: November 01, 2007, 06:49:50 PM »
>However, the OS4 devs have decided that Warp3D is a dead >end, and a proper MESA port should be done (along with an >integrated 2D/3D graphics system for performance). I >agree with them. Unfortunately, this approach takes more >time.

problem is time to market and time to be usefull is most important.

The OS4 user i ask now on german amiblitz ML, and give the link here.
Maybe he told us here what he write in the amiblitz ML, it seem that he want sell his aone end of year.
So if this feature work, noone can test.

Also amiblitz is then no longer use under OS4 and test if it run on OS4.

I think 3d come then too late for OS4...