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Author Topic: How to do 3D graphics development on the Amiga?  (Read 13676 times)

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Offline SHADES

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Re: How to do 3D graphics development on the Amiga?
« Reply #59 from previous page: December 05, 2003, 09:27:18 AM »
@EntilZha

>>
Believe me, I share your concerns. And believe me, I don't share this opinion about the "uselessness" of powerful 3D hardware.

Development in that direction is on it's way, but I can't talk about this right now. If it works out, though, there'll be an optimal solution for the Amiga in terms of 3D graphics, at least for ATI cards, and maybe for others as well.


I'm so glad. We need people like yourself plugging the AMIGA product, people who do know what they are talking about. Not hacks!. If you had have been the person to have shown off the product and talked at the OS4 show, I'm sure a lot more people would have taken the whole show more seriously. I hope this bloke didn't give the same speach at Bris, Canb, Sydney as well.

Bad or incorrect marketing could seriously hurt the re-launch of AMIGA as a serious and viable solution. that's what really scared me, that and the fact this person was being taken seriously and responsible for showing and explaining the product! Oh and telling us he was in direct contact with people responsible for future H/W development. :-(

As for not being able to talk about the software development of future 3D platform,. I completly understand, and that's fine, the fact that there is this product under development/intergration is all that needs to be said really. This alone should be enough to sack this bloke, mind you he's from a non-profit organisation.  I'd like to see his ATI 7500 do the more advanced 3D abilities of the 9800. What a whacker, really bad news having him there without the correct info.
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Offline DonnyEMU

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Re: How to do 3D graphics development on the Amiga?
« Reply #60 on: December 05, 2003, 09:58:04 AM »
Where does the Modern Day Amiga stand? Well that's a split question. One or two people really explained where GL development is really well, however to understand what is really needed you have to look at the PC..

For those Amiga folks who are anti M$ put on your blinders here because I am going to attempt to make some comments that should step around the bill gates argument..

OpenGL is changing.. So is DirectX... Why? Well the honest truth of it is the things you can do with shader technology (both hardware and software based shaders) just is amazing. They can give you some very cinematic FX that just some Quake-style engine can't touch by itself.

The Amiga community needs to understand that graphic cards today not only include all the blitter and imaging technology but they also contain vector processors which are special processors onto themselves. Shaders write code to take advantage of these processors.  Most shader programs are usually are around 40 lines of code and are limited to doing specific operations involving matrix math.

Now having said that a system there are like 41 vga chipsets to write for each with different capabilities. Software like direct x supports at least 3 different levels of shader functionality depending on the new ness of the card.

For the Amiga to stay hardware un-specific and to support this kinda technology, besides having to know how to program for the capabilities of the cards they'd also need a better interface that recognizes what a card's shaders can do and support the functions of the card in a generalized API that is not specific to one card. They need to do for 3d processors what cybergraphx did for vga cards.

This is a very massive undertaking but probably the only way the Amiga can keep up.  OpenGL is nice, but for real game developers the bar on this is raised much further..

In a couple of years I suspect 3d won't just be common fair in games, but will be prevalent in other areas that we are not used to seeing it just because  of this cheap powerful graphics hardware that has been here for a few years..

OpenGL needs some big extensions and we need another interface as well that's open and takes advantage of new capabilities as they become available.

To be saying the current graphics are good enough is yet putting another nail in the platforms coffin..



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Offline Crumb

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Re: How to do 3D graphics development on the Amiga?
« Reply #61 on: December 05, 2003, 12:19:05 PM »
Quote
The Amiga community needs to understand that graphic cards today not only include all the blitter and imaging technology but they also contain vector processors which are special processors onto themselves.


Problem nº1: we couldn't use modern cards because we don't have hardware--->Fixed with PCIs and AGPs...

Problem nº2: We don't have an OS ---> Fixed in MOS almost fixed in OS4

Problem nº3: We still don't have 3D API ---> Wait a little until the OS is more or less complete.


Come on, AmigaOne Lite uses a 7000 or 7500 on board because it has to be sold to the industrial market and in that market they don't care much about vertex shaders etc...

I would prefer that the lite used a radeon mobile 9x00 chip and as it is pin compatible Eyetech may produce 2 models, one with a sligthly updated gfx core with vertex shaders etc and other more basic for the industry. But what's the problem, even if they didn't do that you can plug a new gfx card in the pci slot...

I know Radeon 7500 sucks compared to a 9600 for example, but on Amiga you still don't have software so advanced so people is going to buy cheap cards to use the OS. And when NOVA is released they may update or not. Those who not update because they don't have money for a new gfx card won't be potential users. What I try to say is that even if that person who suggested coders that a 7500 on amiga can be compared to a 9800 on windows (which clearly is a lie, isn't serious and shows little knowledge) was wrong, the harm he caused may be smaller, because the standard gfx card on amiga will be for at least 2 years a Radeon7000/7500/9200 (these cards aren't true DX 9 cards) and developers will have to keep in mind that a 7500 IS the standard and will have to optimize their programs for that... If they don't do that they won't have any sales. And even with NOVA released it will take some time until people start to see any advantage about upgrading...

AFAIK ATI still don't give much information about the latest Radeon 3D cores (9600/9800 etc) so having an API that emulates things via software may be interesting (you probably will get NOVA when ati releases the information about their cards) for future programs.

I understand that these future programs could be started to be developed NOW if the specifications were available but realistically, you can't do a project of 2 years exclusively for Amiga and still expect to pay the costs... If you are designing a program that requires 3D try to use an abstraction layer defined by you or use OpenGL at least (it should be easier to port even if not every extension is available)

"They need to do for 3d processors what cybergraphx did for vga cards. "
Well Warp3D/Rave3D do that. I've used that. NOVA (Warp3D 5) will add even more features (and will take advantage of the latest GPU tecfhnologies). A year ago we didn't have Radeons on Amigas, you can't expect to get support so fast.

And yes, pure DX9 type cards will make everything fly with NOVA, but first of all we need an OS. Later we need to be able to use latest radeons and documentation so Hyperion/Genesi can make drivers.

For serious apps things like virtual memory and other services are required... and these must be finished before the gfx 3D API
Microsoft didn't make DirectX before Windows95, you know...?

Radeons 7500 are enough for the software we have and even with a finished API we won't be able to use the 3D part of Radeon 9800 etc for some time because ATI won't give us the docs.

In addition to that I'll say that I still don't know anyone with a pure DX9 card (like 9600/9800 etc).

If you were going to sell a program you should keep in mind that the user base is important and that not everyone is going to update their 7500 for a 9800 to make your software run.
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Offline NicoPPC

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Re: How to do 3D graphics development on the Amiga?
« Reply #62 on: December 05, 2003, 12:51:10 PM »
Quote

lempkee wrote:
hairy: as it was told earlier in this thread, Morphos doesnt have a 3d api incoroprated yet, just a few people has this, it will come later (maybe in the 1.5 upd when pegasos 2 comes , which should have come 2-3 months ago if you read some posts.. )
anyway morphos use TINYGL and RAVE.


MorphOS 1.4 which is available for Pegasos user does have 3D API:
- Warp3D wrapper: WipeOut 2097, HereticII, Shogo, Payback ... are working
- TiniGL: Works well.
- Rave3D: used by TinyGL. The Voodoo driver is FFAAAAAASSSSTT
- MiniGL works too has it's linked with the application and it uses Warp3D.

See MorphOS 1.4 release note:
http://www.morphos.net/morphos_release1.4.php

Only Voodoo 3,4 and 5 are supported at this moment.

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Offline lempkee

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Re: How to do 3D graphics development on the Amiga?
« Reply #63 on: December 05, 2003, 01:02:21 PM »
nico: in 1.5 there will be changes ofcourse but i dont see any reason to hype 1.4 up when it comes to 3d, but i have somewhat confused all the 3d elements under mos..

anyway discussion ends here.
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Offline lempkee

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Re: How to do 3D graphics development on the Amiga?
« Reply #64 on: December 05, 2003, 01:11:14 PM »
i somewhat need to point out to everyone who is sceptic about amiga and its future.

just let me put it like this , Amiga wont "WOW" outside users for now , neither will pegasos and its morphos, it has nothing yet for the common end user (as in NOT advanced)...

Everything has to be done with babysteps and i dont see this as an problem for now, it will take time and MAYBE be the time everything is looking bright then we might get some special hw plattform or whatever, basically atm amiga and pegasos doesnt stand on its own feet, just like linux , its for niche markets.

oh and the userbase on amiga/pegasos are so small that you cant expect people to trow in millions of dollars.

anyway it hit me a few days ago that amigaOne/pegasos is more or less going into the same mistake/problem as BEbox/BEos had, i hope not but as we progress here now it seems very simmilar....and its hard to say this as i am 100% amiga and belive me if such happens.....bleh yes u know...

Os4 ... Finalized , 3dApi integrated next, developer search and to create a market, a special market... infact when amiga moves to a1 totally or os4 thats when people will fall out, and people will get confused if its backwards compatible or not and by that i mean everything and who will understand "68k applications will work" and they have Dpaint 5AGA which they want to use... :)

anyway people think that custom chipsets is dead, well ermm what is a GForce 4 etc then?..

as it goes for 3d api, sure i want vertex shaders etc more than most other things but i want an os first and so on....

this thread shows alot of views and i agree with 90% of em or maybe more, its just that miracles never happen in the amiga community, and i hope people wont expect it either..

maybe one day :)
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Offline Cymric

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Re: How to do 3D graphics development on the Amiga?
« Reply #65 on: December 05, 2003, 01:57:39 PM »
Quote
lempkee wrote:
... Everything has to be done with babysteps and i dont see this as an problem for now, it will take time and MAYBE be the time everything is looking bright then we might get some special hw plattform or whatever, basically atm amiga and pegasos doesnt stand on its own feet, just like linux , its for niche markets. ...

Can't resist making this tiny remark here: Linux stands very firmly on its own two feet, much more so than the AmigaOne and Pegasos ever will. I also object against calling Linux a 'niche market', but then again, compared to Microsoft, everything qualifies as niche. But in the niches themselves, Linux is quite big.

Continue the 3D-discussion folks, it's been quite interesting and worthwhile reading!
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Offline Rogue

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Re: How to do 3D graphics development on the Amiga?
« Reply #66 on: December 05, 2003, 02:10:12 PM »
Quote
However if you are developing multi-platform stuff you are most likely going to "roll your own" model format, which can be quite flexable with DX and cards supporting multiple streams.


Sure, the non-portability is a problem, but then it didn't stop you from using D3D in the first place :-) I mean, not many people in the windows world really care about portability (otherwise there would always be some sort of file I/O abstraction that is endian aware... *Sigh*)...
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Offline TheJackal

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Re: How to do 3D graphics development on the Amiga?
« Reply #67 on: December 05, 2003, 02:14:08 PM »
Since gfx cards are having more and more onboard vram, a very nice feature for future API/OS would be for each application to render to a texture. This is instead of the way Windows currently repaints the app.  This way apps won't "interfere" with each other in a desktop enviroment.

Also it woud be easy to display a small version of the app in the dock menu, or when you do "alt-tab". (abit like XP iirc).  Also it might have interesting applications in future Human Interface technologies which diferent paradgms from the current 2D view.

As for 3D, it would be nice to have along side vertex and pixel shaders, geometry shaders. So logical operations can be performed on "geometry" (And or Xor etc). Of course it would be just a stub interface for now, but keeps the API more open for future development.
I suggest this since I see it as the next logical step to mathmatical descriptors of geometry which then with hardware get tesslated to triangles, (in real time or on startup). So artists can build assets at the highest possible detail level and not worry about hand building specific lod models for different hardware/setups etc.

Sorry for the rambling, but my brain is in one of "those" modes! :-D
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Offline Rogue

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Re: How to do 3D graphics development on the Amiga?
« Reply #68 on: December 05, 2003, 02:14:11 PM »
Quote
Does snap be able to comunicate with WARP3D ?


Obviously, there needs to be a link between a 2D and a 3D driver. Command transport arbitration is one thing, and resource management (like textures etc) is another.

Quote
Will snap gives to AOS4 the possibility to use 3D functionalities of all the cards supported ? something like 200 cards !!!


SNAP drivers, at the moment, only provide 2D functionality.
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Offline EntilZha

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Re: How to do 3D graphics development on the Amiga?
« Reply #69 on: December 05, 2003, 02:15:27 PM »
Quote
it was just a bit of sarcasm about the Warp3D/Amithlon (both software renderer and Voodoo driver) licensing issues.


Yeah, I know that was a bit of a controversy, but there was more behind it than really hit the surface... suffice to say that if some people hadn't been such d*ckheads, it would have gone better...

Quote
But, if you did so to avoid splitting the community (again no offence intended), sadly (or fortunately?) the effect on me (and maybe some others?) was that I suddenly jumped on the MorphOS train.


Why that ? Do you really think the Amithlon/Warp3D situation was our fault ? Fact is that it wasn't. We offered to licencse Warp3D to Amithlon, even for half the price (because we were told that "the hardware we support is utterly outdated on the PC platfomr"). After we offered that, we never got a reply. Later on, certain people said in public that we didn't want to license it.

So bottom line, somebody (not us) lied in public about this. I'm sorry if that drove you away...

Quote
I'm satisfied with DRI and nVidia drivers performance on Linux


Well, I'm not. I have an ATI Radeon 8500 and I'm using the latest ATI driver (tainting my kernel, but that's another story :-D) and the performance is way below what Windows can offer... I would accept some percent, but not factors (it's about two to three times slower on Linux).

Quote
more afraid to compare the best Amiga performance (Permedia2?) to the worst Linux x86 software renderer (given a decent processor)


Well, the last tests I did on my AmigaOne did show that it was much faster in software rendering than a similar clocked x86... about 80 % faster, and that's without any Assembler in the PPC version.. But I get your point...

Quote
Anyway at this stage I'm much more concerned (and dreamy) about some way to get a Makefile, wich works on BOTH Linux and Cygwin to compile on AmigaOS/MorphOS/AROS, all without having to use such a blind violence to GLU tesselators


Hear, hear :-(

Quote
I just want some people to get real, and realize that they're talking about "rendering" (e.g. how good Lightwave was, let's make a petition to have it again (!) etc.), while other platform are approaching same visual quality in realtime.


Well, the good part about modern 3D graphics is that most of the performance isn't tied to the CPU anymore... in fact, we're approaching a level where most of the rendering is done on the graphics card, and not the CPU anymore... So theoretically, it's possible to catch up there, although, of course, you're probably always behind when you're trying to compete with Windows... Well, we're working on it, that's all I can say...
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Offline Rogue

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Re: How to do 3D graphics development on the Amiga?
« Reply #70 on: December 05, 2003, 02:15:49 PM »
Quote
I have never tried StormMESA in any way shape or form


Since OpenGL doesn't define a Windowing interface, and everyone rolls their own (Apple's AGL, Windows' WGL and X11's glX) it is likely that this is a reason why it fails to interoperate..

Just a guess, though.
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Offline EntilZha

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Re: How to do 3D graphics development on the Amiga?
« Reply #71 on: December 05, 2003, 02:16:53 PM »
Quote
I have never tried StormMESA in any way shape or form. I could give it a shot tho


Take care, it's based on Mesa 3.0 (IIRC), and utterly outdated...
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Offline TheJackal

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Re: How to do 3D graphics development on the Amiga?
« Reply #72 on: December 05, 2003, 02:17:19 PM »
Quote

by Rogue on 2003/12/5 14:10:12

Quote:
--------------------------------------------------------------------------------

However if you are developing multi-platform stuff you are most likely going to "roll your own" model format, which can be quite flexable with DX and cards supporting multiple streams.
--------------------------------------------------------------------------------


Sure, the non-portability is a problem, but then it didn't stop you from using D3D in the first place  I mean, not many people in the windows world really care about portability (otherwise there would always be some sort of file I/O abstraction that is endian aware... *Sigh*)...


Yes true!

However here where I work we have platform specific formats, some *very* different. Of course this is for speed/data size issues, however if handled correctly its very simple to have the same asset data spat out into target platform formats. (as we do)
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Offline EntilZha

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Re: How to do 3D graphics development on the Amiga?
« Reply #73 on: December 05, 2003, 02:20:52 PM »
Quote
I understand the delay, and the need to complete the OS, but I don't understand the lack of a concrete vision and story for 3D on the Amiga. Saying that such and such API is possibly coming out, and not knowing what it actually is capable of and how it works, is not what I'm talking about.


The vision is clear: OpenGL *will* be in. Possibily, there'll be another API, but you can definitely count on OpenGL.
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Offline EntilZha

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Re: How to do 3D graphics development on the Amiga?
« Reply #74 on: December 05, 2003, 02:24:02 PM »
Quote
We need people like yourself plugging the AMIGA product, people who do know what they are talking about.


Thanks. I don't hear that a lot, most poeple here will tell you otherwise  :-D
- Thomas
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