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Forums > C64 Coding > Earliest examples of EOR fillers?
2024-06-20 21:02
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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2024-06-24 18:31
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..
2024-06-24 19:31
Jetboy

Registered: Jul 2006
Posts: 265
Quote: Quoting trident
that 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.
2024-06-24 21:13
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.
2024-06-24 21:55
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.
2024-06-25 07:34
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).
2024-06-25 12:48
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.
2024-06-25 13:58
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.
2024-06-25 15:09
Krill

Registered: Apr 2002
Posts: 2940
Quoting HCL
Damn 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... =)
2024-06-27 08:27
tlr

Registered: Sep 2003
Posts: 1762
There was this by Sensible Software, I guess 87ish: Sensible 3d
2024-06-27 14:03
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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