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Do you have ideas and feature wishes? Post them here and discuss your ideas.

GameSmith Development System From Oregon Researchpage  1 2 
Pascal Sweden

Posts 11
27 Oct 2011 20:18


I have a great idea, which I would like to share with the community.

Are most people familiar with the GameSmith development system from Oregon Research?

It included a set of software libraries for C and Assembler to write powerful amiga games, with sprites, collision detection, its own animation and sound engine.

The GameSmith development system was the result of 5 years development work on Amiga platform.

So now here comes my idea:

Rewrite the libraries of GameSmith, to use the new features of the NatAmi amiga board.

Create the Game Development System of the FUTURE!!!!!

If the Natami team is looking for project manager.. I hereby propose myself candidate! :)

/Pascal

Team Chaos Leader
USA
(Moderator)
Posts 2094
27 Oct 2011 20:33


Was Gamesmith ever released as PD?

Are you a coder?

Have you ever actually used Gamesmith before?


Pascal Sweden

Posts 11
27 Oct 2011 20:42


Yes,

It ended up as Public Domain in the end. See below:
EXTERNAL LINK 
I have written some programs for Amiga, but can't call myself a an Amiga coder. Never used Assembler and C on Amiga.. only AMOS.

However I have done embedded software in C for 4 years, when I worked as Software Engineer for Set-top box company.

I bought the GameSmith system on Ebay last week, and received it yesterday. The manual is astonishing well documented, so I regret that I was not aware of the system back in those times.


Louis Dias
USA

Posts 217
28 Oct 2011 00:13


It is well documented.  I own it but haven had a running Amiga OS since '98...

Chris Dennett
United Kingdom

Posts 135
28 Oct 2011 01:07


Pascal, this is an awesome idea :)

Samuel D Crow
USA
(Natami Team)
Posts 1295
28 Oct 2011 03:37


You're not the first to think of making a set of programming libraries for the Amiga.  I've been wanting help with such a project for years.  I've got a few ideas for shared libraries such as a tilemap library for scrolling tile screens.  That's one feature GameSmith didn't even offer to start with.

GameSmith's central feature is CPU-assisted blitting.  It's worthless on the NatAmi because the NatAmi blitter will be so much faster than the CPU it isn't even funny.

The second fault of GameSmith is that it tried to be Kickstart compatible from 3.x all the way back to 1.3.  This includes AGA support on 3.x and OCS on 1.3.  Once a friend and I tried to make a game with GameSmith on 1.3 and its IFF loader crashed the program.  From that day on, we knew we'd never use GameSmith in production code.

One thing I WOULD like to see from GameSmith is its expanded macros for making Copper lists.  Only I'd like to see more than GameSmith had.  Macros for loops and leaf subroutines.  This way it would take less effort to implement and test new features in the chipset.

Team Chaos Leader
USA
(Moderator)
Posts 2094
28 Oct 2011 08:48


Pascal Sweden wrote:

  So now here comes my idea:
 
  Rewrite the libraries of GameSmith, to use the new features of the NatAmi amiga board.

I just spent some hours reading/skimming the GameSmith Manual and it did not say anything about having 97% of its source code.

Do you have the source code of GameSmith?

Without the source code how would you rewrite the libraries to take advantage of Advanced Natami Features?


Pascal Sweden

Posts 11
28 Oct 2011 23:46


I am not sure if the source code was published as well.

Note that the source code for AMOS is available.
So this could be a valid alternative as well! :)

Olaf Schoenweiss
Germany

Posts 786
28 Oct 2011 23:58


only the code of Amos Creator (not Professional). It is propably easier there to write extensions. Or use Amiblitz that offers good system-support.

Samuel D Crow
USA
(Natami Team)
Posts 1295
29 Oct 2011 02:59


The source to the GameSmith linker library was never released.  Nor was the CITAS editor nor its file format.

The only good parts of Amos were the programming environment.  The compiler generated terribly substandard code.  The only optimization it did was bit-shifting optimization.  The parameter passing was strictly stack passing.

Mike Ness and I were the same coders that were going to try to write an Amos-compatible compiler called Mattathias.  Development on it has thoroughly stalled due to lack of manpower.

If you really want to help out, learn to code.  We'll even help you learn.  I've been teaching AmigaE classes on IRC and have now shifted the efforts to PortablE on ArosWorld.org in it's PortablE forum.

Pascal Sweden

Posts 11
29 Oct 2011 11:45


I like to take up coding on Amiga platform.

Programming in C/C++ is no issue whatsoever.
I have worked 4 years on embedded software.

Just never did any low-level coding on Amiga.. only in AMOS back in that time.

I do have access to all the Amiga Reference manuals,
but now that I discovered GameSmith it seemed a better abstraction level to start, as one did not have to reinvent the wheel for animation and sound, and parallax scrolling, etc.

Do you or other people organize actual seminars on programming on the Amiga platform? Are these organized in the US, or are there some in Europe? Preferably Nordic region :)

It would be cool to get insight in the Amiga platform, start of with the OCS, and be ready to be part of future coding team for the NatAmi board.



Michael v. Parent
France
(Natami Team)
Posts 434
29 Oct 2011 14:29


Hi everyone,

Pardon my long silence.

I think its very important that we Natami/Amiga lovers pool our efforts and resources whenever possible to ensure that our endeavors are as sucessful as possible as quickly as possible, with everyone benifiting from the strength and efforts of everyone else.

By this I mean:
Anyone who wants to make a high quality game for classic Amiga's
Anyone who wants to make a high quality Natami game
Any Amiga/Natami lover who wants to make a High quality cross platform game(including platforms like PC, Mac, XBox etc.)
Anyone who wants to develope Libraries or game authoring systems for Natami/Amiga

We should all comunicate and collaborate...sharing benifits from all our efforts and expertise.

A Specific Example:

I've created a very powerful modular sprite animating tool which currently runs on PC, BUT the data (animations etc.) that it exports could be used in anyones game engine on any platform.

Please check it out here:
EXTERNAL LINK 
This tool can be used minus the stretching and rotating aspects to create highly optimized animations for classic Amiga games, or used with all its features for powerful next gen 2d games for Natami and any other powerful platform.

I'll also be co-creating a very powerful level editor(tile support included)which can similarly help anyone who wants to make the highest quality games wit hthe most comfort.

I'm also commissioning Amiga programmers to program some routines to handle all the great tricks that the Amiga is capible of like instant palette fading and changing, Copper color tricks, and Sprite tricks to create a back playfield.

Instead of so many of us all trying in a vacuum to do similar things, lets work together so all of our projects get done faster, easier, and drastically better!

Here is a sneak peak of what will some day be a classic Amiga demo, and hopefully eventually a full blown game and game engine that other people can use to make their own super high quality games that rivel all of Amiga's classics (and even most Genisis and SNES games ;) )

EXTERNAL LINK 


Marcel Verdaasdonk
Netherlands

Posts 3991
29 Oct 2011 20:30


Well with a little more work Michael I am sure even rotate can be included. (software, CPU doing that work)


Claudio Wieland
Germany
(Natami Team)
Posts 706
29 Oct 2011 21:57


How about doing that in hardware and hide it under a API call? So the hardware could change in the background over time, and the user does not need to care about this. As long as a 3Dcore is not built in, some other hardware accelerator could do that work.

Marcel Verdaasdonk
Netherlands

Posts 3991
29 Oct 2011 23:18


Claudio Wieland wrote:

How about doing that in hardware and hide it under a API call? So the hardware could change in the background over time, and the user does not need to care about this. As long as a 3Dcore is not built in, some other hardware accelerator could do that work.

I proposed in in the sprite thread and it got shot down by Gunnar, too complex and too costly to do in hardware....

Olaf Schoenweiss
Germany

Posts 786
29 Oct 2011 23:51


hi, welcome back Michael

Claudio Wieland
Germany
(Natami Team)
Posts 706
29 Oct 2011 23:52


I'd agree that adding a rotation&zoom unit in addition to a fully-fledged 3Dcore would be a waste. But as long as there is "nuffin" at all, this argument is IMO not applicable. As long as people use well defined API calls for their stuff and never poke the hardware directly, there won't be problems. Simple as that. As soon as the 3Dcore becomes available, the rotation&zoom unit can fly out again. No resources wasted ;) .

Marcel Verdaasdonk
Netherlands

Posts 3991
30 Oct 2011 04:05


Claudio Wieland wrote:

I'd agree that adding a rotation&zoom unit in addition to a fully-fledged 3Dcore would be a waste. But as long as there is "nuffin" at all, this argument is IMO not applicable. As long as people use well defined API calls for their stuff and never poke the hardware directly, there won't be problems. Simple as that. As soon as the 3Dcore becomes available, the rotation&zoom unit can fly out again. No resources wasted ;) .

worse the 3d core can do the work rotation work afterward. ;)

Team Chaos Leader
USA
(Moderator)
Posts 2094
30 Oct 2011 08:54


I am in favor of having hardware rotation as long as it is significantly faster than a 50Mhz 060.

Trying to rotate the screen 8 times with a 50Mhz 060 is not fast enough.


Michael v. Parent
France
(Natami Team)
Posts 434
30 Oct 2011 10:33


In general for Natami I think a fast hardware solution in anticipation for the 3d core (if that is still a long ways off), that is called by an abstraction layer so that programs that use the hardware scaling and rotation now will still work later once replaced wit hthe 3d core is a fantastic idea...

I was speaking of Amiga 500, AGA, with NO enhancements when I mentioned "Classic Amiga's" in regard to no rotation.  The point was that even though Spriter can be used to make next gen 2d games, it can also be used and still offer massive optimization benifits for very humble systems like Amiga 500.


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