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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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2012-04-20 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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