Beeblebrox Posted July 11, 2022 Share Posted July 11, 2022 (edited) 3 hours ago, ilmenit said: The Doom engine looks amazing! I only hope to see an option of better aspect ratio (without the vertical stretch to full screen height). I'm also curious about the strafe support - would be great to have it with keyboard controls, because Doom without strafing is hard to play (avoiding Imp missiles). Great job! @ilmenit I agree with your comments re the aspect ratio and IMHO having the main playfield half or even 2/3rds of the upper screen with the lower dedicated to the stats, health, weapon selected and perhaps a weapon animation PMG would be great. Globe's amazing 128k 3D raycasting engine (and to a great degree his Final Assault game), covers all the required straffing and controls and works amazingly well with the SNACK SNES controller from Irgendwer. What's more his 128k engine has a quick turn and run mode where the FPS rate maintained is fantastic. Therefore Globe has already shown the controls side of things is something that can work very well with a 3D engine on the A8. I am sure that swiety has this covered re the stats and displays given his work on the VicDoom in this thread, but here is a mockup combining a screenshot of swiety's new Doom engine merged with elements of VicDoom with Globes 128k 3D raycasting engine just to illustrate my point, (where excuse the crudeness of the quick hash up as images quickly taken from various sources including YouTube screenshots as you can see): THIS IS A MOCKUP: I course I know with the 16 luminance graphics mode and resolution the Atari is using to create the main red themed playfield it isn't as simple as resizing it but you get the idea. In doing so the upper main playfield would presumably run faster(?) I am not a coder so obviously not wishing to tell anyone how it's done. Just curious given we have Globe's 128K engine showing amazing potential and speed, and swiety's Vicdoom and now his new DOOM engine. Something between the three as illustrated above would look amazing. So exciting to see Swiety's, (VicDoom and new DOOM), Globe's, (128k engine and Final Assault), and also XXL's, (16k engine), Heaven's (Vector and Wolf3D demo), and NRV's astounding Project M Wolf3D clone work on these amazing 3D engines for our A8s - amazing that has been achieved to date! Full respect and gratitude to all. Edited July 11, 2022 by Beeblebrox 2 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 11, 2022 Share Posted July 11, 2022 4 hours ago, Beeblebrox said: @ilmenit I agree with your comments re the aspect ratio and IMHO having the main playfield half or even 2/3rds of the upper screen with the lower dedicated to the stats, health, weapon selected and perhaps a weapon animation PMG would be great. Globe's amazing 128k 3D raycasting engine (and to a great degree his Final Assault game), covers all the required straffing and controls and works amazingly well with the SNACK SNES controller from Irgendwer. What's more his 128k engine has a quick turn and run mode where the FPS rate maintained is fantastic. Therefore Globe has already shown the controls side of things is something that can work very well with a 3D engine on the A8. I am sure that swiety has this covered re the stats and displays given his work on the VicDoom in this thread, but here is a mockup combining a screenshot of swiety's new Doom engine merged with elements of VicDoom with Globes 128k 3D raycasting engine just to illustrate my point, (where excuse the crudeness of the quick hash up as images quickly taken from various sources including YouTube screenshots as you can see): THIS IS A MOCKUP: I course I know with the 16 luminance graphics mode and resolution the Atari is using to create the main red themed playfield it isn't as simple as resizing it but you get the idea. In doing so the upper main playfield would presumably run faster(?) I am not a coder so obviously not wishing to tell anyone how it's done. Just curious given we have Globe's 128K engine showing amazing potential and speed, and swiety's Vicdoom and now his new DOOM engine. Something between the three as illustrated above would look amazing. So exciting to see Swiety's, (VicDoom and new DOOM), Globe's, (128k engine and Final Assault), and also XXL's, (16k engine), Heaven's (Vector and Wolf3D demo), and NRV's astounding Project M Wolf3D clone work on these amazing 3D engines for our A8s - amazing that has been achieved to date! Full respect and gratitude to all. just for the records... Fox/x0F did the Duke Nukem Portal Engine (Vector & Numen Demo) with all toolset (Java converter for the Mapster-PC-Editor of Duke Nukem) and the Raycaster Wolf was coded initially by Tamas Bene of HARD but unreleased. Me adapted it to multitextured walls and expanded it/tweaked and ported. 3 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted October 3, 2022 Share Posted October 3, 2022 On 7/10/2022 at 7:21 PM, solo/ng said: Thanks :] Most parts (effects) works on 64kb but we just loaded all to ~600kb banked data to have easier life linking it together;) Yes there going to be playable version soon from Swiety, one for 130XE (3 banks) one for 64kb xl/xe. He already has it and showed to people on the party but he wants to make it even faster (hehe) and release playable version .xex soon. @solo/ng Just thought I'd see if you had any updates on the 128k and 64K Doom engines progress from Swiety? Would be amazing to if Swiety managed to optimise it further No worries if not. Just enquiring. 1 Quote Link to comment Share on other sites More sharing options...
tebe Posted October 3, 2022 Share Posted October 3, 2022 Swiety has a new toy https://www.shadertoy.com/user/swiety 4 2 Quote Link to comment Share on other sites More sharing options...
solo/ng Posted October 8, 2022 Share Posted October 8, 2022 On 10/3/2022 at 5:18 PM, Beeblebrox said: @solo/ng Just thought I'd see if you had any updates on the 128k and 64K Doom engines progress from Swiety? Would be amazing to if Swiety managed to optimise it further No worries if not. Just enquiring. Swiety is working with us on something different (~2 months) - after that there should be a move on the doom engine 1 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted October 8, 2022 Share Posted October 8, 2022 @solo/ng thanks and good luck with you other project. 1 Quote Link to comment Share on other sites More sharing options...
rdefabri Posted October 12, 2022 Share Posted October 12, 2022 Just saw this game for the C64, pretty cool: 4 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted January 30, 2023 Share Posted January 30, 2023 A nod to Rainbow Zebras... hmm Atari Rainbow.. they came they saw, and now pole position wants it's starting beeps back! Looks fun though, might be easy to port it back to the Atari Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted April 19, 2023 Share Posted April 19, 2023 On 10/8/2022 at 8:44 PM, solo/ng said: Swiety is working with us on something different (~2 months) - after that there should be a move on the doom engine @solo/ng How ya doin? For a bit of fun as well as in anticipation of the (possible) release of beta versions of the A8 DOOM 64k and 128k engines in 2023, (no pressure of course on Swiety), and being a Rastaconverter fanatic - I had a go at my own conversion of the iconic DOOM title image. (I am still running the conversion too ) 75 unique colours (image grab from Altirra with pal high artifacting enabled) Beeblebrox_DOOMArtSm1_25_Fixed_centered.xex I'll post the final up on the Rastaconverter thread sometime in the next day or so. 5 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted April 20, 2023 Share Posted April 20, 2023 ... 1 Quote Link to comment Share on other sites More sharing options...
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