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Bitbreaker
Registered: Oct 2002 Posts: 508 |
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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Trash
Registered: Jan 2002 Posts: 122 |
@ Cruzer & HCL:
In my mind the compo was about the filler and nothing else.
What I'm not really clear about is what benchmark result that should be shown, what unit should be used, fps seems illogical optmized I expect a topcoder to reach 25 fps, average cycles per frame demands som calculations that eats rastertime or am I just stupid? |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
Quoting Trash@ Cruzer & HCL:
In my mind the compo was about the filler and nothing else.
What I'm not really clear about is what benchmark result that should be shown, what unit should be used, fps seems illogical optmized I expect a topcoder to reach 25 fps, average cycles per frame demands som calculations that eats rastertime or am I just stupid?
The benchmark works like this:
The raster irq counts up a counter each time it is called. The filler counts up rendered frames. When it has rendered 256 frames, it reads the counter and spits out the number.
Cheapest way to do so:
lda fcnt_l
sta $07e0
lda fcnt_h
sta $07e1
That'd be enough to make me happy.
This way, you can easily calculate fps or such on your own, but no need to waste too many valuable cycles and bytes on that. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: @ Cruzer & HCL:
In my mind the compo was about the filler and nothing else.
What I'm not really clear about is what benchmark result that should be shown, what unit should be used, fps seems illogical optmized I expect a topcoder to reach 25 fps, average cycles per frame demands som calculations that eats rastertime or am I just stupid?
Yep, about the filler, problem is that you have $5000 worth of animation data which prohibits unrolled filler code to some degree. |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
Quote: Yep, about the filler, problem is that you have $5000 worth of animation data which prohibits unrolled filler code to some degree.
aren't those limitations there to make our life more exciting? :-) My yet version has still $1000 bytes free, and i have yet no idea on how to waste them. So stop the whining already and optimize! :-P |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: aren't those limitations there to make our life more exciting? :-) My yet version has still $1000 bytes free, and i have yet no idea on how to waste them. So stop the whining already and optimize! :-P
:D |
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Oswald
Registered: Apr 2002 Posts: 5095 |
I think one could calculate the 3d to save that $5000 bytes, and still may be faster trough the gain of unrolling :) Dot spheres are VERY cheap to calc. then averege the face Z coords to get face visibility. (if no perspective) half of faces is enough as opposite faces has reverse visibility. etc. |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
If you do not use perspective it
a) looks ugly
b) you possibly have to draw more faces |
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HCL
Registered: Feb 2003 Posts: 728 |
..and it would be cheating doing it in realtime. That's the new future, better get used to it ;). |
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Oswald
Registered: Apr 2002 Posts: 5095 |
Bitbreaker, I think in case of a spherical symmetric body perspective is not so important, see EoD for proof. Can you recreate the screenshot in post#1 without it so we can see?:) not sure about more faces, do perspective hide a face earlier than without? |
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HCL
Registered: Feb 2003 Posts: 728 |
Quoting Oswalddo perspective hide a face earlier than without? Yes, that's about all it does :). |
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