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| Amiga Gaming This forum is dedicated to games software and solutions for the Commodore Amiga computer. Need help blowing up pixels? Know of the next gaming revolution? Talk about it here. |
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#1 | ||||||||
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Energizer Bunny of Babble
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Join Date: Mar 2002
Posts: 4,743
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Yes,
its about quake.... Seems that registered users of both AmigaOS 4.0 and Quake 2 can now find a first OS4-Native beta version at Hyperion Entertainment's download area. Note: the version is restricted to software rendering but should otherwise be fully functional.
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http://www.amiga.org/themes/Amiga.or...ange_arrow.gif[size=x-small]For Astronomy News[/size] |
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#2 | |||||||||
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Premium Member
Join Date: Jun 2002
Posts: 5,124
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Quote:
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this space for rent |
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#3 | ||||||||
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Energizer Bunny of Babble
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Join Date: Mar 2002
Posts: 4,743
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Hum,
i have no idea, but i imagine that they haven’t actually written that bit of code, yet... And, i seem to recall that quake 2 isn’t a `true` 3d program anyway... perhaps someone else can enlighten us?
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http://www.amiga.org/themes/Amiga.or...ange_arrow.gif[size=x-small]For Astronomy News[/size] |
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#4 | ||||||||
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Defender of the Faith
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Join Date: Jun 2002
Posts: 1,380
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Quake I and II are both true 3D.
The older Doom I and Doom II weren't true 3D - they used a raycasting technique rather than polygons (so you can't look up or down, or have floors on top of eachother, and can only have vertical walls, etc) |
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#5 | |||||||||
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Sockologist
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Quote:
There were OS4 native versions of quake 2 ages ago (I saw it at the Bath show) that used hardware acceleration. This depended on straight ports of existing warp3d and MiniGL. However, since then, warp3d has moved on. I think its the case that an updated hw renderer depends on a complete rework of MiniGL, specifically one that uses warp3d v4+ vertex array methods only (the older versions did not use any v4 methods). This is important because things like hardware level multitexturing (which is essential for top performance in Quake style engines which use textures for the lighting) are not possible with the warp3d v1-v3 API and can only be used with v4 (and even then only on the OS4 native version of Warp3D).
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OCA This isn't SCSI... This is SATA!!! I have CDO. It's like OCD except all the letters are in ascending order. The way they should be. Core2 Quad Q9450 2.66GHz / X48T / 4GB DDR3 / nVidia GTX275 / Linux x64, AROS, Win64 A1XE 800MHz / 512MB / Radeon 9200 / OS4.1 A1200T BPPC 240MHz / 256MB / Permedia 2 / OS 3.1 - OS3.9, OS4 A1200T Apollo 1240 28MHz / 32MB / Mediator1200 / Voodoo 3000 / OS3.9 A1200D Apollo 1240 25MHz (ejector seat ROM edition) / 32MB |
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#6 | ||||||||
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Kindred of Babble-on
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Join Date: Apr 2002
Posts: 2,860
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t_bone: dont know what incapable of 3d means as its a 3d game but if you mean hw acceleration, the classic (warpos/68k) has that and well i dout they reported every bit of the source instead of just minor rewriting but then again i might be wrong.
Freespace came in sw render to pre release owners whilst betatesters had hw acceleration. the reason why they havent added hw acceleration to pre release owners is that warp3d is still in heavy dev. One of the frienden's said on AW that next update "might" have warp3d. cheers
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