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Encounter! How?


sargie

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Hello!
 

I am a big fan of the Novagen game "Encounter!" - the fast Battlezone style shooter.

 

Can someone "technical" please explain how this game works in terms of how are there so many big, moving objects on screen running at that speed?

 

It seems like voodoo to me!

 

I'd really appreciate any insights on "how it was done".

 

Thanks!

 

Sarge

 

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A mix of Gr. 7 which is equal to 2x2 hires pixels so about 100 scanlines for the action area, and stretched PMs which can occupy a large portion of the screen.

Probably worth a comparison with the C64 version which can't do lower bandwidth graphic rendering as easily or stretch objects out as large.

Combined with a slower CPU speed it runs slower and the movement looks less smooth.

 

 

 

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3D, psudeo 3D, raycasting and the like on the Atari 8 bit is always impressive to see. 

 

I am blown away by games and demos, old and new which push the A8 in this aspect.  Rescue on fractalus remains a solid favourite. 

 

There are a great 3D engines of late, some WIP. 

 

Check out Globe's Final Assault, his 128k raycasting engine, also Sweity's wip Doom engines (with texture and realtime lighting), Shanti's 3d engine. And of course project M. 

 

Final.Assault :

https://youtu.be/92K9wnk_4Cw

 

image.png.2c8be48edbda0b4658d7a5b4cc41952d.png

128k raycasting engine:

image.png.168adb515e5a452ccd453efd1ed6017b.png

 

Doom engine (running in 64k!!):

image.png.2ce52495b6d3cf10e4ed5ba87e88a99a.png

 

image.png.75f03373a05104a36418810c22a67caf.png

 

 

Nrv's amazing Project M from 2010:

https://youtu.be/RG6nCuhq2rU

 

Screenshot_20230408_232630.jpg

 

Shanti's current wip engine:

https://youtu.be/MF7iqTBp9oA

Screenshot_20230408_232051.jpg

Edited by Beeblebrox
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doesn't encounter mirrors via DLIST the view port similar to Capture the flag or WayOut? Alternate Reality:City

 

All stuff is symetrical in Y. C64 has to draw that.... A8 not...

 

in terms of engine... sin/cos are your friends here and some z sorting... or are the pillars PMs? can not remember...

 

 

Edited by Heaven/TQA
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I don't think it's mirroring (strangely enough) but there's lots of LMS which I would guess helps with optimisation.

The clouds are PMs, the barriers and player shots are PF.

Given the amount of movement and large objects that are often onscreen, it was a pretty impressive feat of programming.

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