Zero Three Zero by The Pixel Twins & Excellence In Art [web]
------------------------------------------------------------------------------ _____ _ _____ _ _ _____ _ |_ _| |_ ___ | _ |_|_ _ ___| | |_ _|_ _ _|_|___ ___ | | | | -_| | __| |_'_| -_| | | | | | | | | |_ -| |_| |_|_|___| |__| |_|_,_|___|_| |_| |_____|_|_|_|___| ------------------------------------------------------------------------------ STNICCC 2015: "Zero Three Zero" ------------------------------------------------------------------------------ Requirements: ------------------------------------------------------------------------------ - 16MHz Falcon030 (68030 CPU) - 68882 FPU (!) - 4MB+ ram - decently quick HD, for the audio stream - RGB preferred, but will on VGA too ------------------------------------------------------------------------------- Notes: ------------------------------------------------------------------------------ The executable code is 64k (packed) plus ~40k of static tables (unpacked), plus a large raw streaming audio track. - *All* visual effects generated in realtime, combining CPU/DSP/FPU. - Precalc is used only for math tables, preparing stencils & the CRT-fx pixel cells. - Demo will write out 'crt.dat' file after first run, mainly to reduce startup time on next run(s). - Demo *can* run without audio stream, e.g. if it causes performance issues with untested HW/SW configs (by renaming the 'track.s16' file). - VGA uses a 384-pixel mode and 32MHz clock. This will foil bus-boosted f030's so a post-party patch will appear later for that scenario! ------------------------------------------------------------------------------ What's actually in the demo (?): ------------------------------------------------------------------------------ - fixedpoint signed distancefield / sphere tracing algorithm - combined with sparse rendering = 'caledonian realtime' ;) - distancefield modulo/repeats - multi-bounce raytracing + fresnel for reflections - surface displacements (bumps, ripples) - self-shadowing (menger) - diffuse, lambert + specular highlight shading - ambient occlusion for soft shadows - edge halos (+ve, -ve) - realtime fractals shapes (menger, mandelbrot) - field animation (blobs, gallery cube, enigma balls etc.) - CSG effects - stencilled rendering - nearly all screens use 19bit hicolour rendering (2-field pseudocolour) - no bitmaps, no textures, no deltas, no animations - zero polys and shaders! - framerate independence, so it *should* run more smoothly (same duration) on faster machines, after the bugs are fixed ;) ------------------------------------------------------------------------------ Extra thanks to ggn + havoc for help testing, preparing the submission. Greetings to all at STNICCC and the Atari scene at large! dml/tpt : Dec 2015
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