Zero Three Zero by The Pixel Twins & Excellence In Art [web]
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STNICCC 2015: "Zero Three Zero"
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Requirements:
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- 16MHz Falcon030 (68030 CPU)
- 68882 FPU (!)
- 4MB+ ram
- decently quick HD, for the audio stream
- RGB preferred, but will on VGA too
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Notes:
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The executable code is 64k (packed) plus ~40k of static tables (unpacked),
plus a large raw streaming audio track.
- *All* visual effects generated in realtime, combining CPU/DSP/FPU.
- Precalc is used only for math tables, preparing stencils & the CRT-fx
pixel cells.
- Demo will write out 'crt.dat' file after first run, mainly to reduce startup
time on next run(s).
- Demo *can* run without audio stream, e.g. if it causes performance issues
with untested HW/SW configs (by renaming the 'track.s16' file).
- VGA uses a 384-pixel mode and 32MHz clock. This will foil bus-boosted f030's
so a post-party patch will appear later for that scenario!
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What's actually in the demo (?):
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- fixedpoint signed distancefield / sphere tracing algorithm
- combined with sparse rendering = 'caledonian realtime' ;)
- distancefield modulo/repeats
- multi-bounce raytracing + fresnel for reflections
- surface displacements (bumps, ripples)
- self-shadowing (menger)
- diffuse, lambert + specular highlight shading
- ambient occlusion for soft shadows
- edge halos (+ve, -ve)
- realtime fractals shapes (menger, mandelbrot)
- field animation (blobs, gallery cube, enigma balls etc.)
- CSG effects
- stencilled rendering
- nearly all screens use 19bit hicolour rendering (2-field pseudocolour)
- no bitmaps, no textures, no deltas, no animations
- zero polys and shaders!
- framerate independence, so it *should* run more smoothly (same duration)
on faster machines, after the bugs are fixed ;)
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Extra thanks to ggn + havoc for help testing, preparing the submission.
Greetings to all at STNICCC and the Atari scene at large!
dml/tpt : Dec 2015
[ back to the prod ]