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Author Topic: i see dead people....  (Read 1868 times)

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Offline blobranaTopic starter

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i see dead people....
« on: February 02, 2005, 10:34:56 PM »
Yes,
its about quake....

Seems that registered users of both AmigaOS 4.0 and Quake 2 can now find a first OS4-Native beta version at Hyperion  Entertainment's download area.

Note: the version is restricted to software rendering but should otherwise be fully functional.


Offline T_Bone

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Re: i see dead people....
« Reply #1 on: February 02, 2005, 10:46:30 PM »
Quote

blobrana wrote:
Yes,
its about quake....

Seems that registered users of both AmigaOS 4.0 and Quake 2 can now find a first OS4-Native beta version at Hyperion  Entertainment's download area.

Note: the version is restricted to software rendering but should otherwise be fully functional.



Is the port itself capable of 3d acceleration and just waiting for OS4 3d support, or is this port itself incapable of 3d?
this space for rent
 

Offline blobranaTopic starter

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Re: i see dead people....
« Reply #2 on: February 02, 2005, 11:52:18 PM »
Hum,
i have no idea,
 but i imagine that they haven’t actually written that bit of code, yet...

And, i seem to recall that quake 2 isn’t a `true` 3d program anyway...

perhaps someone else can enlighten us?

Offline Lando

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Re: i see dead people....
« Reply #3 on: February 03, 2005, 04:20:58 AM »
Quake I and II are both true 3D.

The older Doom I and Doom II weren't true 3D - they used a raycasting technique rather than polygons (so you can't look up or down, or have floors on top of eachother, and can only have vertical walls, etc)
 

Offline Karlos

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Re: i see dead people....
« Reply #4 on: February 03, 2005, 01:17:34 PM »
Quote

blobrana wrote:
Hum,
i have no idea,
 but i imagine that they haven’t actually written that bit of code, yet...

And, i seem to recall that quake 2 isn’t a `true` 3d program anyway...

perhaps someone else can enlighten us?


Quake2 is true3D, not sure what you mean by that. It uses a full 3D plane based BSP tree to carve up the world geometry into convex volumes. Contrast this to Doom1/2 type games which use a 2D BSP where lines are used to carve up the 2D map (as viewed from above) into closed areas.

There were OS4 native versions of quake 2 ages ago (I saw it at the Bath show) that used hardware acceleration. This depended on straight ports of existing warp3d and MiniGL.

However, since then, warp3d has moved on. I think its the case that an updated hw renderer depends on a complete rework of MiniGL, specifically one that uses warp3d v4+ vertex array methods only (the older versions did not use any v4 methods).

This is important because things like hardware level multitexturing (which is essential for top performance in Quake style engines which use textures for the lighting) are not possible with the warp3d v1-v3 API and can only be used with v4 (and even then only on the OS4 native version of Warp3D).

int p; // A
 

Offline lempkee

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Re: i see dead people....
« Reply #5 on: February 03, 2005, 02:31:29 PM »
t_bone: dont know what incapable of 3d means as its a 3d game but if you mean hw acceleration, the classic (warpos/68k) has that and well i dout they reported every bit of the source instead of just minor rewriting but then again i might be wrong.

Freespace came in sw render to pre release owners whilst betatesters had hw acceleration.

the reason why they havent added hw acceleration to pre release owners is that warp3d is still in heavy dev.

One of the frienden's said on AW that next update "might" have warp3d.

cheers
Whats up with all the hate!