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Forums > C64 Productions > Notable vector parts?
2008-02-28 16:02
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Notable vector parts?

Some of the finest 3D vectors seen on the C64, atleast of the top of my head are:

The Last Traktor 3/Hz - amazing flatshaded stuff, EOR-filling taken almost to perfection (I can't recall seeing it much improved upon in demos since).

One-Der/Oxyron - The gouraud shading just kicks, sure some of the more complex objects may run a bit slow, but just the fact that it handles objects other than your standard convex ones is fantastic. Also, the first tetrahedron runs at a pretty respectable framerate.

Natural Wonders/Oxyron - Dither vectors, smooth and nice looking, simply taking things to another level.

Anyone have any other notable examples of great 3D stuff taken to almost perfection in a C64 demo to share? Or perhaps the first instance when something was seen?
 
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2008-02-29 12:23
Monte Carlos

Registered: Jun 2004
Posts: 351
I liked that blue vector in the third part of Tower Power and of course the 72 faces glenz stuff too.
The Reflex demo before Mathematika also contained a vector part with very big vectors.

Monte
2008-02-29 12:30
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Thanks for all the great suggestions! I had actually never seen "Vector Victory" before, a very nice example of early line vectors, running rather fast. I know The Larch 3/Bones had a pretty advanced linevector part back in 1989 already, but it didn't run near as smooth as the Vector Victory one.
2008-02-29 12:39
HCL

Registered: Feb 2003
Posts: 717
For line vectors, also check "the Masque" by Oxyron. Calculations in the disk drive, and quite optimized line shit (in teh computer).
2008-02-29 12:50
TNT
Account closed

Registered: Oct 2004
Posts: 189
IIRC Vector Victory calculates coordinates between objects, so only linedrawing (and maybe line clipping) is real time. I think scroll text tells that clipping code is from Fighter Bomber.
2008-02-29 13:14
Cruzer

Registered: Dec 2001
Posts: 1048
Desert Dream springs to mind. Not sure how fast it is, but the look'n'feel of fly-by scenes at the pyramids is very impressive and Amiga-ish.
2008-02-29 14:05
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Desert Dream springs to mind. Not sure how fast it is, but the look'n'feel of fly-by scenes at the pyramids is very impressive and Amiga-ish.


When it comes to precalced vectors I think many Hollowman-demos kicks.
2008-04-08 07:29
Shadow
Account closed

Registered: Apr 2002
Posts: 355
What if we start talking things like texturemapping in 4x4? I seem to recall seeing a routine that the coder said was one of the fastest texturemappers, and that it was so super-optimized that somehow he couldn't use col $0f in it!? Can't remember which demo though.
Then AEGs demos have had some really fast texturemappers as well...
2008-04-08 07:42
Oswald

Registered: Apr 2002
Posts: 5023
erh, that was me boasting stupidly here:

Larch

compared to the polish tmappers I have checked I had a tighter inner loop indeed.

but this one has faster texturing by the looks of it:

Nothing But Code

no 16 bit adds / pixel probably, but cheating somehow?

the fastest tmapping imho is here:

Outbreak

but its 'cheating' as hard as it can, you can see that on the quality of the textured object :)
2008-04-08 10:19
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Thanks Oswald, Larch and Outbreak were the two demos I were thinking about!
2008-04-08 11:52
Frantic

Registered: Mar 2003
Posts: 1628
Sounds like material for the "world firsts and world records" article on codebase?

http://codebase64.org/doku.php?id=base:demo_world_records_and_w..
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