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Anyone Want to Make a Racing Game?page  1 2 3 4 
Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 20:13


Gunnar von Boehn wrote:

 
Richard Maudsley wrote:

  Anyone who is interested in making this game with me, what would be a good file format for 3D models and textures?
 

  We curently use OBJ for model. TGA for texture is fine.
 
 

 
  OBJ I can do, no problem. I'm sure I have a 3d model program that will open 3ds and save obj.
 
  You want to see a car I'm working on for the game? I only started making it about 4 hours ago, but I had to fill out a job application form, and it was also my turn to cook and clean up. I guess about an hour total time:
 
  1280x1024 program screenshot: EXTERNAL LINK 
  324 triangles. I think 1000 polygons is a tight limitation, but I can do it. It's fun having to make it low poly, I've gotten used to making huge polycount models so I have to stop myself from adding things like 3D car engines and hood ornaments. Once I get used to the polygon requirements, I should be faster at making it.

I will be back here in less than an hour.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
03 Mar 2010 20:24


Richard Maudsley wrote:

324 triangles.
I think 1000 polygons is a tight limitation, but I can do it.

Looking at you model it seems to me that you are actually mainly using quads. This means if the data would be stored with quads it would be not 320 polies but 160, right?

I personally regard enabling quads is easy way to improve performance.
But opinion way vary here. Some people value triangle stripes higher.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 21:01


Ah, but the problem is, I don't think my software can do quads. That's probably because it was mainly designed for things like modifying early 2000s racing games and grand theft auto. It's a very simple program. Or atleast, it seems that way. There are a lot of features I don't know how to use.

Nether the less, I'll try to keep at 1000 triangles or less. That way if there is a way to convert existing models to quads there will be a huge performance boost :)

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
03 Mar 2010 22:50


I have almost finished the model for this first car. I'll create a texture map then post an image of it. my 1000 polygon limit will be TIGHT.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 02:07


EXTERNAL LINK 
I decided to make the first car a tribute to the ridge racer series. It's getting late (2AM) so I will texture and finish it tommorow. Future cars will be unique designs.

Any feedback? Right now I want to know what YOU would want in a racing game. So long as it's not insane like underwater sections or flying :) After all the amiga has always been known for having a strong community, perhaps all that engery can think of fun ideas!

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
04 Mar 2010 06:09


Richard Maudsley wrote:

EXTERNAL LINK 
  I decided to make the first car a tribute to the ridge racer series. It's getting late (2AM) so I will texture and finish it tommorow. Future cars will be unique designs.
 
  Any feedback?

This car looks very good.
A can't wait to see it textured.

I image that a racing game with such nive cars will be a real hit.

One question: Do you need to create details like the rear lights with polygons? Couldn't this all be done with one texture?

Casey R Williams
USA

Posts 97
04 Mar 2010 06:25


Gunnar von Boehn wrote:

Richard Maudsley wrote:

  324 triangles.
  I think 1000 polygons is a tight limitation, but I can do it.
 

 
  Looking at you model it seems to me that you are actually mainly using quads. This means if the data would be stored with quads it would be not 320 polies but 160, right?
 
  I personally regard enabling quads is easy way to improve performance.
  But opinion way vary here. Some people value triangle stripes higher.

It's not the size of the data, but how much processing is needed to draw it.  Most GPUs, and I am assuming Natami's 3D core as well, only draw triangles, even if they are stored as quads until render time.  The advantage of t-strips is that after the first polygon is calculated, each new polygon in the strip only needs one additional vertex to define it.

Also, you can't really store tris as quads after the fact.  Modelers that use quads are designed to keep them planar.  A modeler would have no way of knowing which triangle makes up which quads, and would likely create non-planar quads if asked to "guess".


Casey R Williams
USA

Posts 97
04 Mar 2010 06:31


There's always Wings3D. It's powerful, free, supports obj (+ mtl), and just got a shiny new update.

EXTERNAL LINK 
Can't recommend it enough.  I'd say it's the best free 3D app that isn't blender.

Which program are you using, BTW?

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
04 Mar 2010 06:35


Casey Ryan Williams wrote:

It's not the size of the data, but how much processing is needed to draw it.

Exactly.
Quads are per pixel, cheaper to draw than Triangles.

Casey Ryan Williams wrote:

Most GPUs, and I am assuming Natami's 3D core as well, only draw triangles,

IMHO for us Quad support makes sense.



Casey R Williams
USA

Posts 97
04 Mar 2010 06:54


Gunnar von Boehn wrote:

Casey Ryan Williams wrote:

  It's not the size of the data, but how much processing is needed to draw it.
 

 
  Exactly.
  Quads are per pixel, cheaper to draw than Triangles.
 
 
 
Casey Ryan Williams wrote:

  Most GPUs, and I am assuming Natami's 3D core as well, only draw triangles,
 


 
  IMHO for us Quad support makes sense.
 
 
 
 

If you are saying the engine should be able to automatically split a quad into triangles, then I agree.  Quads are nice to work with, if the modeling tool can maintain planarity.  But, for this reason, I don't think most 3D pipelines deal with quads natively.  I guess it depends on if you using a software engine or Natami's 3D core. 

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
04 Mar 2010 07:56


Casey Ryan Williams wrote:

If you are saying the engine should be able to automatically split a quad into triangles, then I agree.

NO!

I said depending on how your rendering HW works internally rendering a QUAD could be faster and more efficient than rendering two triangles covering the same area.


Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 08:24


If I understand him right, I think he means that the natami should be able to render quads as well as triangles, without having to convert them. I think that would be a huge benefit, I think only the sega saturn had a gpu that dealt in quads (but ONLY quads! gave game developers a lot of trouble). Being able to mix quads and triangles would be unique to the natami.

@Gunnar: Thanks for the kind words! And yeas, I did those lights in polygons to give you something to look at. It's also a useful referance point for making textures. They will be deleted.

@Casey Thanks for the link, I'll look into wings 3D. The program I use is very old (old for windows, anyway), it's called Zanoza Modeler v1.07B or just ZModeler. There are newer versions but Version 1 is Nicer to use to me.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 09:07


Gunnar von Boehn wrote:

  NO!
 
  I said depending on how your rendering HW works internally rendering a QUAD could be faster and more efficient than rendering two triangles covering the same area.
 

How much performance is gained using quads than triangles?

Casey R Williams
USA

Posts 97
04 Mar 2010 09:24


@ Richard:  I actually suspected it might be ZModeler.  I know it was once popular for modding non-fps games, though I never tried it.

Also, I  believe the original 3DO's "cels" had the same limitation.

@ Gunnar:  Perhaps it could, though I'm curious why you think it is worth introducing the possibility of non-planar polygons.  You can still model in quads either way.

Mr Copland ;) says: "btw we know that everyone would like a programmable pipeline with shaders etc but it won't be in this version. This is our-first-gpu, no-one on the team has made one before so we're following a slightly accelerated version of the learning curve that the mainstream industry followed.

This version will be fixed-function pipeline, just enough to implement OpenGL ES CL 1.0 and even then we might drop a few bits n' pieces just to get it to work eventually."

(http://www.natami.net/knowledge.php?b=2&note=16454)

If it's not already in the planning, and I would be surprised if it were, what possible advantage makes it important enough to warrant a change in hardware?

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 10:34


This is the fisrt time outside of racing game or gta modding forums that I've talked to someone who knows what ZModeler is. I suppose there had to be one still out there. I think that it makes a very good modeling program for the kind of 3D graphics that the natami will be able to do. But then again, I did have most fun in the PSX era.

It turns out college is canceled today, I don't have anything else to do so it looks like I've gotten more time to work on things today :) It's surprising to learn that other companies made the same mistake sega did.

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
04 Mar 2010 10:48


Casey Ryan Williams wrote:

  @ Gunnar:  Perhaps it could, though I'm curious why you think it is worth introducing the possibility of non-planar polygons.  You can still model in quads either way.
 

 
Don't confused this!
We are NOT talking about NON-PLANAR quads.
I was only taking about 100% planar quads.

Rendering a planar quad can be faster than rendering two triangles covering the same area.

 
 
Casey Ryan Williams wrote:

  Mr Copland ;) says: "btw we know that everyone would like a programmable pipeline with shaders etc but it won't be in this version. This is our-first-gpu,
 

 
There is some more info at the end of the thread that you missed.
 
1) Actually this is not 1st 3DAccelerator.
I did my first working 3D accelerator / texture mapper for AMIGA several years ago.
This first version was simple - But it did include support for SW triangles and support for planar quads already.

2) Its correct that our current desing is the 1st GPU for the whole NATAMI team.



Marcel Verdaasdonk
Netherlands

Posts 2089
04 Mar 2010 11:33


Wouldn't it be a option to include None-planar in the SW then?

FYI that could make a fun fact if proven software can become part of the hardware design in time.


Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 11:37


Gunnar, Can we see some of what the first GPU could do?

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3727
04 Mar 2010 13:43


Richard Maudsley wrote:

Gunnar, Can we see some of what the first GPU could do?

We can chat about this and how cool this design was for it time all day long. But this is not very productive as the old design is not going to be produced, right?

You should focus on the design which gets actually implemented int NATAMI. If you are really keen on contributing to this then I'm happy to talk with you about it.

Richard Maudsley
United Kingdom
(Natami Team Member)
Posts 397
04 Mar 2010 13:50


Fair enough. I just was curious about it, is all. The photo of the board I've saw looked like a prop from star trek, rather than a working gpu. Goes to show appearences can be deceptive.

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