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Forums > C64 Coding > Rotating City with EOR
2012-04-19 08:14
Heaven
Account closed

Registered: Jul 2008
Posts: 102
Rotating City with EOR

Hi guys,

I am from the evil side but some of you might know me from IRC or formatwar.net.

One of my dreams since Amiga days was to code a nice 3d rotating city landscape like this:

http://www.youtube.com/watch?v=wDzw_5apRiM

5:20 ff.

I went into the code there and there is not much magic going on except that the whole rotation is precalculated. the draw routine is only drawing the top of the skyscrapers and then it is drawn down via long unrolled EOR code block.

the Zoom in and zoom out is precalculated, too.

Any c64 examples of such an effect and how are you doing that? charmode? multiplexed sprites?

thanks for any thoughts and suggestions.


 
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2012-04-19 17:10
Skate

Registered: Jul 2003
Posts: 494
@Heaven: if you don't want to bother learning other languages than basic, you may want to try PureBasic, DarkBasic like basic languages which still keep the basic syntax but have hardware accelerated gfx libraries.

you can also try learning javascript. it's a fast way to test stuff nowadays.

i assume you don't know other languages since you choose basic as your test platform. if that's not the case, sorry for misunderstanding. :)
2012-04-19 18:40
Heaven
Account closed

Registered: Jul 2008
Posts: 102
I am doing most rapid dev in basic.i never got into c++ or Java, only pascal and c.
2012-04-19 23:15
Repose

Registered: Oct 2010
Posts: 225
I can leave a suggestion for FreeBasic; for those who might have grown up on the qbasic which came with windows, it's compatible. It's a compiler like quickbasic.

And I must say, Atari had better graphics than c64; but c64 had better sound. If you could combine them, that would've been the ultimate 80's computer, also add some of the 128's relocatable 0/1 pages too.
2012-04-20 10:18
Oswald

Registered: Apr 2002
Posts: 5094
both computers can do stuff in gfx/sfx that the other cant. in general c64 is better suited for games and a8 for demos.
2012-04-20 12:21
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
in general c64 is better suited for games and a8 for demos.

except if you dont like 4x4 like low resolution modes =)
2012-04-20 19:32
Repose

Registered: Oct 2010
Posts: 225
I know it's lowres, but I think the shading really adds, for example Garaud shading effects.
I was wondering if you could take some of the actual chips and put them in thee other machine? Could you put a SID in a cart and put it on Atari? The only problem is the clock speed, but you could do some kinda clock-stretching.
2012-04-20 20:15
Heaven
Account closed

Registered: Jul 2008
Posts: 102
Sid ataris exist.
2012-04-20 21:26
algorithm

Registered: May 2002
Posts: 705
A800 is great for its DLI (no need to worry about stable raster etc) and immense color facilities. It leaves a lot to be desired in regards to its hires mode (limited to 2 colors, although with gfx tricks around 4 colors per scanline or so). Sprites as well are narrow. In some ways, its a younger (very younger) brother to the Amiga.

C64 has the advantage of its excellent SID chip as well as its hires mode and wider sprites allowing more color in a smaller area.

2012-04-20 22:31
Skate

Registered: Jul 2003
Posts: 494
and the rest is discussed with a very pouetisized way here:

http://www.pouet.net/topic.php?which=4963&page=1&x=12&y=5
2012-04-21 01:35
Repose

Registered: Oct 2010
Posts: 225
Agreed, FLI mode is the highlight of VIC-II.
I had just stumbled upon Shrine Atari demo; thanks for the link, now I've seen Numen. Wow. Fast, 3d antialiased Rubik's cube solving itself... some very nice colorful pics too, now I'm not so sure FLI is better.
Have 6502 fill routines used differential filling technique, that is to only draw areas which would change during rotation?
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