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cobbpg
Registered: Jan 2022 Posts: 6 |
Earliest examples of EOR fillers?
What are the earliest known instances of vertical EOR fill routines either in demos or in games? I know that at least Stunt Car Racer uses the technique to draw the sky under the opponent four pixels at a time. |
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Bansai
Registered: Feb 2023 Posts: 40 |
Good youtube link. Neil Weste wrote this book that I remember from my undergrad days, so he was probably involved with the hardware design as well. Those guys in the research labs back then had their fingers in everything.
https://www.amazon.com/Principles-CMOS-VLSI-Design-Weste/dp/020.. |
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Jetboy
Registered: Jul 2006 Posts: 265 |
Quote: Quoting tridentthat ackland and weste paper definitely sounds like it could be the original origin! unfortunately i can't seem to find a pdf copy right now (and don't have ieee xplore access either).
Yeah, I could only find the paper through the popular alternative route...
So we have one example of monochrome fill from as early as 1989, and multicolour with glenz from 1992. I wonder how far back the latter idea goes. Is megademo 8 the earliest one from the Amiga scene?
Amiga Demoscene Archive lists Wild Copper as the only demo released in 1988
https://ada.untergrund.net/?p=demos&y=1988&c=0&h=0&v=0
So according to them it is the oldest. Is it? Definitely one of the first i have seen. Megademo 8 was released in 1990, so there were some major demos released prior to it, ie. RSI Megademo, Budbrains, etc.
Of course very first was BOING! But it was made by the Amiga Developers - so i'm not sure if it qualifies as Amiga scene production, but maybe it should?
As for EOR fillers, i'm not sure who was first, but in the second half of 90's it was a common knowledge that EORfill is the way. |
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Oswald
Registered: Apr 2002 Posts: 5074 |
the game REVS (also geoff crammondbtw) has a sideways eorfiller kinda trick. only the edges of the objects are plotted, and then each byte is fed into a lookup table, and overwritten, if empty then continues with last color.
the track is stored in extremely detailed fashion, and is fully 3d, in many ways Revs just as innovative if not more than SCR. |
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cobbpg
Registered: Jan 2022 Posts: 6 |
Yeah, the Revs method is a cool trick, it's kind of like a weird RLE that's used to compress time, not space (which reminds me that the Apple IIGS has hardware support for a pixel-level variant of this idea called fill mode). And I agree, being pretty much the first 3D racing sim in history is a level of innovation that's difficult to surpass. |
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zscs
Registered: Sep 2010 Posts: 46 |
This is a super interesting read!
I also did some research on the topic and found an interesting .pdf, Line Rasterization by Frédo Durand and Seth Teller. However, topic might need further information to understand fully (at least to me). |
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HCL
Registered: Feb 2003 Posts: 727 |
Very entertaining! Damn it that 3D-demo stuff from 1981 displaying convex vector-gfx like no problemo.. Looks a little like they were using z-buffer, but can not really tell. And we were like 10+ years behind and still are :D. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Very entertaining! Damn it that 3D-demo stuff from 1981 displaying convex vector-gfx like no problemo.. Looks a little like they were using z-buffer, but can not really tell. And we were like 10+ years behind and still are :D.
Definetly z-buffer it seems. There were alot of z-fighting in the hand-scene, where the thumb self-intersected the hand. Looks 8-bit per pixel or so. |
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Krill
Registered: Apr 2002 Posts: 2940 |
Quoting HCLDamn it that 3D-demo stuff from 1981 displaying convex vector-gfx like no problemo.. It's not like they did it on some home computer of the time... =) |
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tlr
Registered: Sep 2003 Posts: 1762 |
There was this by Sensible Software, I guess 87ish: Sensible 3d |
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cobbpg
Registered: Jan 2022 Posts: 6 |
Never seen this before. Looks like a standard scanline renderer, there are no EORs in sight. It even seems to fall back to plotting one pixel at a time if the endpoints are within the same byte.
By the way, what was the earliest EOR fill with patterns (e.g. checkerboard) instead of just solid colours? I presume most old engines rendered horizontal scanlines like Freescape. |
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