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Forums > C64 Coding > Compotime: Show me your (vector)balls
2013-05-24 11:28
Bitbreaker

Registered: Oct 2002
Posts: 510
Compotime: Show me your (vector)balls

After several comments arised that such an amiga-ball can be filled faster, i now want to call out a filler-compo for our coders.

Requirements:

The vector must be rendered in hires, background is white, foreground is dark red.

There's a raster-irq running that splits the screen at $2d and $f2 to set the background and border color to white and black, as seen in the screenshot. Means, there is a charline free in the bottom, that is where the benchmark results are displayed with the system charset. Displaying the result with screencodes is enough for us coders, but hex or decimal values are okay too.



The animation will be precalculated to see the power of your filler only. Therefore a data.bin is provided that contains all animationsteps for all faces with culling etc. already done.

The data structure may be altered to your needs, but not the animation itself, obvious isn't it?

The structure of data.bin is as follows:
byte x1 | $80
byte y1
byte x2
byte y2
byte x3
byte y3
byte x4 (optional, depending on if we have a triangle or quad)
byte y4 (optional, depending on if we have a triangle or quad)

As you can see faces can have 3 or 4 vertices, the first vertice is marked with bit 7 set, to be able to determine if a face consists of 3 or 4 vertices and to have a break out point for a finished frame, which is marked with the value $ff. If there's further questions about the data-format, don't hesitate to contact Bitbreaker

The filling must happen fullframe and fullsize, means, no interlacing or other cheap tricks with reducing resolution.

A counter for benchmarking must be implemented to count the frames until 256 frames have been displayed, it must be made visible in the bottom line.

The lowest value achieved counts (as there might be some jitter), for that, each entry must run in an endless loop.

The whole mem can be used, but every free byte of mem gives extra kudos.

Deadline is June 25th 0:00.

If the deadline is extended, a severe drama is expected, if not, you are out. Also i'll participate with an own entry, make a drama about it! :-)

Entries must be handed in to Bitbreaker and must not be released beforehand. They all will then released after the deadline, for maximum thrill and drama :-)

Each entry must be executeable with run.

SO DO YOU HAVE THE BALLS?
 
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2013-06-21 09:40
Oswald

Registered: Apr 2002
Posts: 5118
Quote: right, but a slow one though that i improved since the compo started. I'd say everyone has some filler-routines ready to adopt to that compo.

I'm eager to see who which method will win, eorfill, or per scanline filling :)
2013-06-21 18:13
chatGPZ

Registered: Dec 2001
Posts: 11499
and i am still tempted to attempt a plain animation.... weather doesnt contribute a lot to it actually happening though =)
2013-06-23 11:27
The Syndrom

Registered: Aug 2005
Posts: 61
this would've been my approach aswell - I'm just too lazy to generate all single frames as a first step.
2013-06-23 11:50
Mr. SID

Registered: Jan 2003
Posts: 425
I have a python script that renders all the frames to png files. If anyone is interested...
2013-06-23 12:59
chatGPZ

Registered: Dec 2001
Posts: 11499
please, its the main show stopper for me atm aswell, cant be arsed to render the frames =)
2013-06-23 13:35
Stone

Registered: Oct 2006
Posts: 176
Perplex rendered these: https://www.dropbox.com/sh/wkdj7d7cjo5wob9/YQqvLkyYeN/amigaball..
2013-06-23 16:50
Mr. SID

Registered: Jan 2003
Posts: 425
It's completely based on Bitbreaker's C source:
http://galway.c64.org/~sid/ball.py
2013-06-23 18:45
BYB

Registered: Jan 2011
Posts: 20
thanks for uploading the png's.
Maybe it's possible to save some mem by mirroring verticaly the half of frames. So Hires consists of only back- and foreground colors, the ball should be shaped ofcoz. Sprites allowed?
2013-06-23 21:04
Perplex

Registered: Feb 2009
Posts: 257
Quote: Perplex rendered these: https://www.dropbox.com/sh/wkdj7d7cjo5wob9/YQqvLkyYeN/amigaball..

Here's the Ruby code I used if anyone's curious: https://gist.github.com/lhz/5748054
2013-06-24 21:45
Cruzer

Registered: Dec 2001
Posts: 1049
Deadline got here faster than expected, so I didn't get to implement any further optimizations. But looking forward to the other entries!
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