axis^oxy information 350 glöps

- general:
- level: user
- personal:
- first name: michael
- last name: hillebrandt
- cdcs:
- cdc #1: Psychedelic by Virtual Dreams & Fairlight [web]
- cdc #2: Roots 2.0 by Sanity
- cdc #3: eko system by Extremly Kriminal Organisation [web]
- 64k Amiga AGA Higher State of Resolution by Dekadence [web]
- Is this really hires-lace? Britelite going crazy...
- rulezadded on the 2016-03-27 15:22:49
- demo Atari ST Beyond by Kruz
- Btw. demo works fine in Hatari.
- isokadded on the 2016-02-10 13:14:41
- demo Atari ST Beyond by Kruz
- Didnt know the demo. Damn, these vectors are lightning fast. And released a year before Rapidos delta-vectors. woooho...
- rulezadded on the 2016-02-10 13:13:18
- demo Commodore 64 Holy Refuge by NoName [web]
- The voxel is pretty amazing. Not exactly beautiful, but impressive in terms of map-size, view-depth and degrees of freedom.
- rulezadded on the 2016-01-26 13:16:27
- demo Amiga OCS/ECS Vectorize by Red Sector Inc. [web]
- Haha, probably the slowest texture cube in history. I stopped cycle-counting at 128 cycles per pixel. That would even be slow on 68030. Ok, I stop trolling.
I like the oldschool style.
Conclusion: piggy. - isokadded on the 2016-01-12 09:11:56
- demo Atari STe We Were @ by Oxygene [web]
- I just read the upscroll with the technical details. Omg, I wasnt aware of the fact, that using the blitter with fullscreen code is so ciritcal. It totally makes sense, since the STE-blitter blocks the CPU, and so potentially delays/kills the fullscreen code. Thats nasty codepr0n.
@Leonard: Are you using the blitter for the zoom in the fractal-flight or is it CPU-based? I was thinking about that screen for ST. But wasnt able to find a good solution for handling the interleaved bitplanes. Best idea was to use 2 buffers (a non-interleaved offscreen buffer that gets converted into interleaved planes while zooming with MOVEP). But I dont think, that will be fast enough. - isokadded on the 2015-12-26 10:48:44
- demo Atari STe We Were @ by Oxygene [web]
- @Kylearan: The fullscreen thing on ST/STE is quite similar to displaying graphics/effects in the C64 sideborder. It needs cycle exact writes to the video-chip in every single rasterline. The cycle exact part makes it a bitch to code, because several things can cause jitter and unstability on the timing. And doing this every single rasterline eats up most of your valueable cpu-cycles. And if this is not worse enough, doing effects in fullscreen nearly doubles the amount of pixels/bytes your effect has to shuffle around in memory.
To sum it all up: It just makes everything an order of magnitude times harder! - isokadded on the 2015-12-22 11:23:35
- invitation Atari ST The World According to Nordlicht by Absence & Oxyron [web] & Newline
- Youtube link: https://www.youtube.com/watch?v=ivOn64eiCD4
- isokadded on the 2015-12-21 16:36:16
- demo Atari STe We Were @ by Oxygene [web]
- Holy shit! This rocks...
@Optimus: Works fine in hatari. Dont forget to switch to STE and 4MB ram. - rulezadded on the 2015-12-20 16:32:19
- demo Atari Falcon 030 Zero Three Zero by The Pixel Twins & Excellence In Art [web]
- This is indeed crazy Mr. Little.
- rulezadded on the 2015-12-20 14:20:55
account created on the 2007-01-16 21:57:21