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Forums > C64 Coding > the eidolon - 3d engine in detail
2009-03-15 16:06
Jammer

Registered: Nov 2002
Posts: 1336
the eidolon - 3d engine in detail

well, this production is not really scene one but i always wondered: how could that be possible that such an oldie is so fast being realtime? what kind of calculations are made and is it 3d at all?
 
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2009-03-15 18:07
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: jailbabe >> mind that it's 1985. and nowadays not many realtime routines are much faster considering it covers about half of the screen.

It's hard to compare with today's routines. Those early routines are just plots, nothing more. However, I find it extremly impressive even so. But it has nothing to do with filled vectors and EOR-fillers, nor linedrawing etc. It's a different kind of technique, not sure about the details though. I know it suffers from rounding errors when you get too close to a wall (u get those classical jagged edges).
2009-03-15 18:33
Jammer

Registered: Nov 2002
Posts: 1336
i'm just impressed how fast the plot drawing is, especially that it uses fractal stencils.
2009-03-15 19:45
Oswald

Registered: Apr 2002
Posts: 5094
I guess fractals are used to draw those dotted 'lines', so you get the same shape no matter of orientation/size without storing/scaling the dots individually. visibility in some cases works like in voxelscape engines I think. if a displayed dot is lower than the dot to be plotted then it wont get plotted. (check the game you'll see its trivial)

filling: only the floor is filled, mostly using the attribute memory (char based) then another routine takes over where the ceiling/floor meets, to take care of the details.

interesting to note that stunt car does the same, but it fills the sky like this. basically it draws up the road with lines and the horizont, then fills the sky char by char using the attribute mem, and where the horizon/sky meets it takes care. this is the reason that when the horizon is tilted the vertical part of the road is not drawn correctly.
2009-03-15 20:07
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
Quote: jailbabe >> mind that it's 1985. and nowadays not many realtime routines are much faster considering it covers about half of the screen.

thanks, Just watched parts 1 - 12 :)
2009-03-16 11:11
jailbird

Registered: Dec 2001
Posts: 1578
Quote: jailbabe >> mind that it's 1985. and nowadays not many realtime routines are much faster considering it covers about half of the screen.

Don't be mean at me Jammer my man, I was just kidding... :'( :)
But '85 or not, it still feels ugly and cloggy to me. Then again, I was never easily amused by games, except sidescrolling jump'n'runs. A 3D shooter using the engine from Feeling Retro would be amazing, though. Would that be possible in any way?
2009-03-16 11:28
Oswald

Registered: Apr 2002
Posts: 5094
feeling retro is a vector anim :) the eidolon is pretty top notch technically regarding c64 capabilities or even 3d fx's in demos.
2009-03-16 11:35
Jammer

Registered: Nov 2002
Posts: 1336
is it possible to make such fractal-based engine e.g. 2x faster? :>
2009-03-16 12:18
enthusi

Registered: May 2004
Posts: 677
Quote: is it possible to make such fractal-based engine e.g. 2x faster? :>

not fractal but 3D:
Castle Master!
Castle Master + Keymap (v2)

Uh, you meant two times *FASTER*?? =D

Well the Eidolon used a similar approach and Peiselulli
patched it for DTV. It is way faster there at least:
The Eidolon [DTV]
2009-03-16 12:23
Jammer

Registered: Nov 2002
Posts: 1336
Quote: not fractal but 3D:
Castle Master!
Castle Master + Keymap (v2)

Uh, you meant two times *FASTER*?? =D

Well the Eidolon used a similar approach and Peiselulli
patched it for DTV. It is way faster there at least:
The Eidolon [DTV]


ok, he did a speedup for dtv and i guess took advantage of faster clock. i'm rather interested in speed improvement on stock c64 ;)
2009-03-16 12:46
yago

Registered: May 2002
Posts: 333
In case you want to see REALLY fast 3d gfx (1984):
Encounter
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