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Best Realtime Amiga 3D You Have Seen?page  1 2 3 
Loïc Dupuy
France

Posts 106
26 Jan 2010 11:48


Erik Bauer wrote:

(Imagine your MB mode in 1985!!!)

in fact, as an example, i say 3 bits luminance, a smarter move will have been to half the R/G or B according to 1 of the 3 extra bit.
It will be an RGB EHB mode.
If you have white FFF and use the 6 plane in EHB, your output color is a grey 777
So with the RGB EHB mode, you have a white base color FFF, if you put a 1 in the first extra bit plane, you've got 7FF, in the second, F7F and in all three extra planes 777.
I think it would be more useful than 3 level of brightness of the same tone.

But it is not the place, and it's 25 years too late :-D

S P

Posts 112
26 Jan 2010 20:08


One of the best 3d demos on amiga is Relic from Nerve axis.
This demo show some real Motorola power:

EXTERNAL LINK 
Running realtime on a 50mhz cpu from 1990 and busspeed from 1985
this is truelly a masterpiece.

The hollywood version in this movie:

Knowing(2009)

EXTERNAL LINK

Loïc Dupuy
France

Posts 106
26 Jan 2010 23:43


S P wrote:

One of the best 3d demos on amiga is Relic from Nerve axis.
...
The hollywood version in this movie:

It's not a demo, it's a scifi movie !

Axel Meister
Italy

Posts 11
27 Jan 2010 20:27


Best realtime 3D, hands down: Lambda Sector.
Demoscene production: "When we ride on our enemies" by Skarla.

Loïc Dupuy
France

Posts 106
28 Jan 2010 00:09


axel meister wrote:

Best realtime 3D, hands down: Lambda Sector.

Yes, it's quite nice and will merit the comparaison with freespace
EXTERNAL LINK  EXTERNAL LINK  I particulary like the flat shaded feel look of the effects like the hyperspace exit

But it was quite slow outside the A4000 060 according to this page
EXTERNAL LINK  A1200 040/25/40 
AGA HQ 6fps/10fps LQ 10fps/15fps
RTG HQ 6fps/12fps LQ 10fps/16fps
A4000 060/50 CGX 
AGA HQ 22fps LQ 25fps
RTG HQ 24fps LQ 30fps

But the good news is that if we can contact this guys and told them about natami, we could have an enhanced version with voodoo class graphics
EXTERNAL LINK  and the speed of a 050@133mhz


Casey R Williams
USA

Posts 97
28 Jan 2010 01:07


axel meister wrote:

Best realtime 3D, hands down: Lambda Sector.
  Demoscene production: "When we ride on our enemies" by Skarla.

I will give you that it may be the best 3D engine in an interactive demo.  It was a real disappointment when we only got the demo and no actual game.

Erik Bauer
Italy

Posts 227
28 Jan 2010 09:34


Loïc Dupuy wrote:

axel meister wrote:

  Best realtime 3D, hands down: Lambda Sector.
 

 
  Yes, it's quite nice and will merit the comparaison with freespace
  EXTERNAL LINK  EXTERNAL LINK  I particulary like the flat shaded feel look of the effects like the hyperspace exit
 
  But it was quite slow outside the A4000 060 according to this page
  EXTERNAL LINK  A1200 040/25/40 
  AGA HQ 6fps/10fps LQ 10fps/15fps
  RTG HQ 6fps/12fps LQ 10fps/16fps
  A4000 060/50 CGX 
  AGA HQ 22fps LQ 25fps
  RTG HQ 24fps LQ 30fps
 
  But the good news is that if we can contact this guys and told them about natami, we could have an enhanced version with voodoo class graphics
  EXTERNAL LINK  and the speed of a 050@133mhz
 

That would be grand! I was just going to suggest a clone of Wing Commander for the launch of NatAmi... Lambda Sector would work perfectly!

Axel Meister
Italy

Posts 11
28 Jan 2010 13:00


Casey Ryan Williams wrote:

axel meister wrote:

  Best realtime 3D, hands down: Lambda Sector.
  Demoscene production: "When we ride on our enemies" by Skarla.
 

 
  I will give you that it may be the best 3D engine in an interactive demo.  It was a real disappointment when we only got the demo and no actual game.

So what? It's still realtime! :) I didn't say "game"! ;D

BTW, the graphician involved appeared on amiga.org recently, but the coders behind the project left Amiga-related activities long ago (some of them are the ones behind Lapsuus too)

Casey R Williams
USA

Posts 97
28 Jan 2010 20:43


axel meister wrote:

Casey Ryan Williams wrote:

 
axel meister wrote:

  Best realtime 3D, hands down: Lambda Sector.
    Demoscene production: "When we ride on our enemies" by Skarla.
 

 
  I will give you that it may be the best 3D engine in an interactive demo.  It was a real disappointment when we only got the demo and no actual game.
 

 
  So what? It's still realtime! :) I didn't say "game"! ;D
 
  BTW, the graphician involved appeared on amiga.org recently, but the coders behind the project left Amiga-related activities long ago (some of them are the ones behind Lapsuus too)

I didn't personally find it as impressive as the TBL demos (or even Lapssus) which show animated figures for example.  Also it doesn't really have many effects.  I thought it strange that you championed it as "hands down best" when the others seemed to be doing so much more and to better creative effect.

Or maybe I'm just still mad at it for never being finished.  I had all of the previous versions starting with just the ship.

For me best 3D would have to have a lighting model, texture mapped polys, some type of surface effect (eg. bump or env map) and attempt a recognisable shape (no rings or cubes)

Things that impress beyond that are having a fully enclosed or panoramic environment (even if just a skybox or stars), animated figures (smooth bending figures being more impressive than robots), and finally post processing type effects such as screen bloom or depth of field.

I believe someone mentioned a Doom style FPS as having the best 3D.

Channel Z

Posts 213
28 Jan 2010 20:54


Maybe it would be possible to contact the authors to resurrect the Lambda Sector project? Or did they lose their sources or something?

I recall something about them moving on to create Futuremark and so on.

Golgoth 27
France

Posts 70
28 Jan 2010 21:16


About Lambda, i don't know if those emails are still good
   
    Here is the contact page of the site
    EXTERNAL LINK     
   
    For General Queries about this site:
          webmaster@illuvatar.demon.co.uk   
   
    For General Infomation/Techsupport concerning Lambda:
          lambda.support@illuvatar.demon.co.uk   
   
    To contact the Programmer:
          Mikko "Kalsu" Kallinen - mkalline@cc.hut.fi   
          URL: www.hut.fi/~mkalline/
   
    To contact the GFX Designers:
          Joe "Illuvatar" Fox - jfox@illuvatar.demon.co.uk   
          URL  EXTERNAL LINK   
   
          Dante "Macross" Mendes - dante@fastlane.com.br 
   
    To contact the Musician:
          Jan "thx" Morgenstern - jan@jm-music.de 
          URL  EXTERNAL LINK

Axel Meister
Italy

Posts 11
28 Jan 2010 22:21


Casey Ryan Williams wrote:

  I didn't personally find it as impressive as the TBL demos (or even Lapssus) which show animated figures for example.  Also it doesn't really have many effects.  I thought it strange that you championed it as "hands down best" when the others seemed to be doing so much more and to better creative effect.
 
  Or maybe I'm just still mad at it for never being finished.  I had all of the previous versions starting with just the ship.
 
  For me best 3D would have to have a lighting model, texture mapped polys, some type of surface effect (eg. bump or env map) and attempt a recognisable shape (no rings or cubes)
 
  Things that impress beyond that are having a fully enclosed or panoramic environment (even if just a skybox or stars), animated figures (smooth bending figures being more impressive than robots), and finally post processing type effects such as screen bloom or depth of field.
 
  I believe someone mentioned a Doom style FPS as having the best 3D.

Well, none of TBL demos or Lapsuus can't be considered true realtime (read: "interactive"). That said, I agree that both TBL prods and Lapsuus are masterpieces (most of them at least), but try to ask the coders to make an interactive version of them and just listen to what they have to say... ;)
(Lighting, character animation...almost everything is precalculated there. That's why I made the distinction between "interactive" and "demoscene release" in my first post)


Casey R Williams
USA

Posts 97
29 Jan 2010 00:27


axel meister wrote:

  Well, none of TBL demos or Lapsuus can't be considered true realtime (read: "interactive"). That said, I agree that both TBL prods and Lapsuus are masterpieces (most of them at least), but try to ask the coders to make an interactive version of them and just listen to what they have to say... ;)
  (Lighting, character animation...almost everything is precalculated there. That's why I made the distinction between "interactive" and "demoscene release" in my first post)
 

That is a very good point.  I've been taking part in a similar discussion on CGTalk about real time engines versus renderers.  There is always disagreement over what is real time and what is rendered when you can precalculate almost everything and still have it be interactive.  If I can only move the camera I'm still interacting, even when the entire sequence is baked (such as in the famous train ride sequence that opens Half Life).

Matt Hey
USA

Posts 204
29 Jan 2010 02:33


Loïc Dupuy wrote:

  Yes, it's quite nice and will merit the comparaison with freespace
  EXTERNAL LINK  EXTERNAL LINK  I particulary like the flat shaded feel look of the effects like the hyperspace exit
 
  But it was quite slow outside the A4000 060 according to this page
  EXTERNAL LINK  A1200 040/25/40 
  AGA HQ 6fps/10fps LQ 10fps/15fps
  RTG HQ 6fps/12fps LQ 10fps/16fps
  A4000 060/50 CGX 
  AGA HQ 22fps LQ 25fps
  RTG HQ 24fps LQ 30fps

I get 50-60 fps on average with the newest Lambda demo on 68060 + RTG. Best fps I saw were in the upper 70s and lowest in the mid 30s. Very fluid with no perceivable slow down at 320x200 (default). It's much faster than Quake at this resolution.


Loïc Dupuy
France

Posts 106
30 Jan 2010 08:59


axel meister wrote:

  Demoscene production: "When we ride on our enemies" by Skarla.

In space opera style, i largely prefer the demo Relic from Nerve axis wich was linked in the top of this page by S P

Axel Meister
Italy

Posts 11
30 Jan 2010 11:57


Loïc Dupuy wrote:

  In space opera style, i largely prefer the demo Relic from Nerve axis wich was linked in the top of this page by S P

Tastes differ! ;)
Relic is a great space-opera and there are loads of neat coding tricks into it. But I don't really feel like watching it more than once a year! :)
"When we ride", on the other hand, has no real plot and it's more of a tech-demo, so I find it pleasant to watch it more than once a year! ;D
(not to mention that coding-wise there's plenty of coding wizardry in there (1x1 perspective-corrected texturing with a very good framerate)
But I see your point. In the end, we must consider ourselves lucky, we can enjoy so many different and high quality releases on Amiga!

Now I can't wait to see how the first generation of Natami demos will look like!!! :D

Casey R Williams
USA

Posts 97
03 Mar 2010 03:55


I can't believe this one slipped my mind, but Payback might actually be the best original 3D game for the Amiga.  (Just tried the iPhone demo version last night...)

Golgoth 27
France

Posts 70
06 Apr 2010 17:39


This demo is really awesome

winner of the Breakpoint 2010
Elude, We come in peace

EXTERNAL LINK 
Imagine it with the capabilities of the NatAmi...

I did not saw yet the others Demos

All results here

EXTERNAL LINK 


Richard GATINEAU
France

Posts 78
06 Apr 2010 21:01


Sure, but ... Only work on UAE if I understand ?
Sound was a WAV and 3D intro look to be prerendered, nop ?

It's a great demo for an "Amiga dream" ... And may become true on Natami. :)

Erik Bauer
Italy

Posts 227
06 Apr 2010 21:11


Really impressive!
The intro was most probably an anim with a 3D ship rendered over it, not TRUE 3D but impressive none the less.

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