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Dungeon Master Like Gamepage  1 2 
Daniel H
Italy

Posts 15
05 Jun 2010 14:36


Hello ppl,

i know its a little to early for that but let me dream! I made a simple concept image to show what i mean for a game like DM on Natami. 800x600 or 640x480 res 3D engine, 2D sprites for enemies and 16 audio. @Gunnar are 512x512 textures to big for natami?

EXTERNAL LINK

Marcel Verdaasdonk
Netherlands

Posts 3975
05 Jun 2010 14:59


I wonder this sorta game could fit in other RPG systems like shadowrun

Matt Hey
USA

Posts 728
05 Jun 2010 16:26


daniel h wrote:

are 512x512 textures to big for natami?

I would use 256x256 textures to be compatible with high end Amiga's using the Voodoo 3 which has a max texture size of 256x256. Either that or have 2 sets of textures like 256x256 and 1024x1024. That wouldn't be much more trouble if you were going to edit your own mipmaps to look better anyway. It would also be nice to make the resolution customizable. It should be possible for users with a 68040+ on a Cybervision64/3D to play such a game at lower resolution. I would use Warp3D to start developing now. The Natami should get a W3D driver or compatible replacement for their 3D engine. I would skip the 2D sprites for the enemy as they are too limiting and might not work well on true color images. It's more work for no gain. Just render to the bitmap and use double or triple buffering. I bet that's what DM did anyway. W3D has support for everything 3D you should need. The newest developer SDK is on Aminet. If you don't have a 3D gfx board, then you can develop using Wazp3D (also on Aminet) but would probably need UAE or a 68060 for speed. If you have any questions or problems using W3D then ask on EXTERNAL LINK where there is a group (including me) that is trying to further develop 3D on the Amiga. Your concept picture looks good. I always wondered why someone didn't do a DM clone in 3D as it's really easy to do even today on the Amiga.


Gunnar von Boehn
Germany
(Moderator)
Posts 5775
05 Jun 2010 19:20


Well, I somewhat disagree with Matt.
 
The old AMIGA games did look so good for their time - because they did used the HW to the maximum!
 
People wrote games using 512KB of memory - and they did not limit their sprites and game gfx to 50KB so that a C64 could display it to.
 
In the same spirit, I would go for the MAXIMUM that you can do with the NATAMI. If the NATAMI has 256 MB of Chipmem then I would use really use what I need for sprites and textures!.
 
For me the point of the NATAMI really is that I have not only 100 times more gfx memory than my AGA AMIGA did had - but also magnitudes more memory than any Zorro of PCI GFX Card.
And more important than the amouunt will be the speed.

 
Its a matter of taste obviously.
But I would like to make use of the amout of GFX memory and of its super speed.

If you write a game that has to run also on Voodoo then you stuck with 16 MB and a memory bus to it - 100 times slower than the NATAMI.
This means 90% of the effects that the ANTAMI could do could not be implemented in such a game.

Matt Hey
USA

Posts 728
05 Jun 2010 22:18


Gunnar von Boehn wrote:

If you write a game that has to run also on Voodoo then you stuck with 16 MB and a memory bus to it - 100 times slower than the NATAMI.

The gfx bus speed isn't that much of a factor. The textures can be uploaded to the card before a level starts and have little impact on the game speed. The one exception is if there is not enough gfx memory and the textures have to be swapped during game play. The total gfx memory is limiting in this respect. This doesn't seem to happen in glQuake with Voodoo 3 though. It could make the CyberVision 64/3D with only 4M of gfx memory unplayable on a similar game.


  This means 90% of the effects that the NATAMI could do could not be implemented in such a game.

I was saying to make the game scale up or down depending on the performance of the machine. The low end Amiga's would of course not be able to do all the effects or very high resolution. It's not that much harder to make a fps engine scale. Quake does this just fine for example. The game play doesn't deteriorate that much at lower resolutions with some of the effects turned off. Game play is much more important on a role playing game anyway. The big question is whether maximizing the hardware usage is more important or having a much bigger audience is more important.


Casey R Williams
USA

Posts 149
06 Jun 2010 00:29


Yes, if you are going to make a new game to showcase the Natami, why limit it to work on older Amigas?  Perhaps making a version for older Amigas would be easy, buy don't cripple a game if Natami is the reason for making it.
 
  Actually, there were a lot of crippled games for the Amiga.  Xenophobe could only work in 512k, if you had memory expansion it did not work.  Very few games, if any, used more than 512kb chip memory, and I don't know of a single games that would use an FPU if you had one.  Also, many games were drawn in 16 colour mode for easier porting to the ST.
 
  It's funny how Amiga developers always seemed to write for the stock 500, while now games like Crysis barely run on the top 10% of PCs.  I always blamed that conservative approach for so many people demanding support for stock machines for so ridiculously long, and the low sales of HW upgrades in markets that were gaming based versus those that were design based.  Would have been nice to have at least one company require a high spec machine (and waste it lazily) to see what the reaction would be.  "What I need 1MB Agnus, FPU and a hard disk?  It won't work on my 500!  Wahhh!"
 
  (Did you ever notice how PC people always dismissed the Amiga as a game machine, but since Quake came out gaming has practically driven the high end 3D hardware market?)

Casey R Williams
USA

Posts 149
06 Jun 2010 00:42


You need to keep in mind that the 3D Core is not on a separate card, and so a truly designed-for-Natami 3D engine would mix and match 3D and 2D in ways a PC can't.  Think of demo effects like blur and bloom, or adding elements like text, score or HUD.  With the CPU and 3D Core sharing memory, there's no reason not to add post processing effects to the rendered 3D.  Bus speed would indeed be a factor if the CPU had to read from the video buffer to apply a post effect.

Ultimately, we've all seen what a 16MB VooDoo can do, and it's not very impressive by today's standards.  The 3D Core should be comparable to the Dreamcast or PS2 (I hear) but I think it's true strength (by having CPU and 3D Core that share memory)) will be that it permits the kind of trickery that software only 3D engines use to great effect in the most modern demos, but with the higher quality models and textures of 3D accelerated engines.


Casey R Williams
USA

Posts 149
06 Jun 2010 00:51


Casey R Williams wrote:

Would have been nice to have at least one company require a high spec machine (and waste it lazily) to see what the reaction would be.  "What I need 1MB Agnus, FPU and a hard disk?  It won't work on my 500!  Wahhh!"
 

Damn Freudian slips slipping in...  I meant I wished that more games companies had required and fully used expanded Amigas, that they wouldn't have wasted it lazily.  But I can imagine a company coming along, deciding they needed an '040 with 16MB of RAM and a gfx card and then serving up a sloppy port of a DOS game. 

And the Amiga 1000 owners would all have looked at it and said, I've seen better games run in 256k and we'd be back where we started...


Casey R Williams
USA

Posts 149
06 Jun 2010 00:58


I didn't want to press too hard for the video post-processing filters some have suggested (upscaling, bilinear filtering etc.) but now I am curious how that would relate to the 3D Core.  Could it upscale an image or video using texture filtering?  Perhaps be programmed to do Video Toaster type transitions?
 
  Alternately, if a dedicated video output post processor were implemented, could it be used with the 3D Core to do video effects like bloom and blur or maybe even film grain or Depth of Field?
 
  Wow, that would be cool if it could do depth of field simulated by the video processor reading the z-data of the 3D Core.
 
  But now I'm just requesting ridiculous HW features again...

Matt Hey
USA

Posts 728
06 Jun 2010 04:01


Casey R Williams wrote:

Think of demo effects like blur and bloom, or adding elements like text, score or HUD.

Not a problem for Voodoo cards. Voodoo 3 already has linear, mipmapping and linear mipmapping blur. The Voodoo 4/5 add motion blur and depth of field (focal) blur. Most do not require much gfx bus use. Text, score or HUD are also no problem. FressSpace has a hud and text that is quickly toggled on and off. glQuake has no problem putting text on the screen.


  Ultimately, we've all seen what a 16MB VooDoo can do, and it's not very impressive by today's standards.  The 3D Core should be comparable to the Dreamcast or PS2 (I hear) but I think it's true strength (by having CPU and 3D Core that share memory)) will be that it permits the kind of trickery that software only 3D engines use to great effect in the most modern demos, but with the higher quality models and textures of 3D accelerated engines.

You are correct that the Voodoo 3-5 are not so impressive compared to todays standard. They are not that far from the 3D capabilities of the Dreamcast or PS2 though. You have NOT seen what the Voodoo 3-5 is capable of on the Amiga. These cards work through a very slow gfx card bus. They have 68k software drivers that have horrible 68k optimization problems. I have a working version of the Warp3D.library that I have optimized from 67k to 46k and it's still NOT "highly optimized". Warp3D does not currently use any special features of the Voodoo 4 and 5 except another 16M of gfx memory. I will try to at least get the 2k x 2k max texture size going. In the end, I doubt the Natami will have a 3D engine that has as many features as the Voodoo 4-5. The Natami should have some advantages though. It will need some kind of API or banging the hardware will be the only way to go. An API like Warp3D is way easier to program, especially for someone that is not an expert with 3D and banging the hardware. The Voodoo 3-5 can be programmed by banging the card directly on the Amiga but how many people have done that?


Staribulator One

Posts 9
06 Jun 2010 10:56


daniel h wrote:

Hello ppl,
 
  i know its a little to early for that but let me dream! I made a simple concept image to show what i mean for a game like DM on Natami. 800x600 or 640x480 res 3D engine, 2D sprites for enemies and 16 audio. @Gunnar are 512x512 textures to big for natami?
 
  EXTERNAL LINK 

The Dungeon Master from FTL(Faster Than Light) was my favorite game and I had finished it when I was 11 years old ! I was mad with it ...now I would like to have one new Dungeon Master with the Natami , perhaps 3D version (I don't  care much) but I wish to have  mystery , riddles ,tricks  like other games such the Moonstone , EOB , Cadaver , Hired Guns all these games and many more, were the ticket that travel us out of this World ...in a lovely place called AMiGA GAME AREA !!! :-)

Casey R Williams
USA

Posts 149
06 Jun 2010 23:50


Matt Hey wrote:

 
  Not a problem for Voodoo cards. Voodoo 3 already has linear, mipmapping and linear mipmapping blur. The Voodoo 4/5 add motion blur and depth of field (focal) blur. Most do not require much gfx bus use. Text, score or HUD are also no problem. FressSpace has a hud and text that is quickly toggled on and off. glQuake has no problem putting text on the screen.
 
 

 
  I think you missed my point, or maybe not.  I know what the VooDoo was able to do in its day, and it was pretty nice then.  But it's also terribly limited and I don't think you could make a game that runs on a VooDoo and doesn't look just like every other game of that era.  You'd likely be limiting yourself to make a Natami game that also ran on a VooDoo if you designed with the VooDoo in mind.
 
  I've seen effects in Amiga demos that just cannot be done on the VooDoo, but could be done even better on the Natami with its higher bandwidth and SAGA modes.  I suppose there may be a hidden depth to it that only banging it would reveal but again, that's not the point.
 
  Natami should allow for the best aspects of a software renderer and a GPU, and that means it should allow for shaders that run on the CPU as well as those that are part of the fixed function pipeline.  Since the CPU and 3D Core share memory, it should be possible to write optimized graphic filters to post process the images in a way that you wouldn't try to do if you had to move them back across the bus to main memory.  I'm not talking about just AA either, I'm talking about any non-photoreal post filter a programmer might want to implement; cel-shading, emboss, grain, hi-contrast, motion blur, whatever.
 
  I was never trying to imply that VooDoo couldn't do HUD or overlays, just that those are essentially still rendered polygons.  The Natami should be able to use actual bobs or sprites for these elements also.
 
  I could be wrong about all of this, but it's the way I think Natami will work.
 

Casey R Williams
USA

Posts 149
07 Jun 2010 00:03


As for Dungeon Master, it may have been the first inkling of how good my spatial senses were.  For some reason I was always really good at remembering whether I'd come from the left fork or the right, and if I did make a mistake it usually only took me to the next bend to catch it and turn back.

Wasn't there another game in that vein called "Wytchcraft"?  Similar but with a very small first-person window.  Whatever it was I finally got into it and rather enjoyed it.

Not to drift too far but did anyone ever get to play "Advanced Dungeons and Dragons: Treasure of Tarmin" for Mattel Electronics' Intellivision?  The first time I got deep enough into the mountain to open a door with a giant behind it I shrieked like a little girl.  Sure, it was just a big and blocky yellow man shape (you'd even think it was a touch on the minimal side if you saw it on a restroom door), but he was so freaskin' tall you couldn't see his head through the doorway!

Matt Hey
USA

Posts 728
07 Jun 2010 02:31


@Casey R Williams
 
  I don't mean to be an ass but the PC world has been doing proper fps games for a long time. Deeper non-planar screens require a little bit different approach. They use alpha channels, stencils, filters, blending, fog, etc. for some pretty nice effects. The Natami will most likely need to emulate and integrate such features. Yea, it could be neat to have up to 8 bit plane overlay or copper effects over the true color image for a playfield or special effect but really the Natami 3D needs to concentrate on adding features that already exist in the PC world. Sprites, planar gfx, and dual playfield modes aren't as useful with true/high color screens. I would like to see a proper API for the 3D as well. Banging the HW is not the way to go anymore. We need a thin API.
 
  The best clone of DungeonMaster on the Amiga was Black Crypt. The gfx and inventory system were better but the sound effects and puzzles were not as good. I've never heard of "Wytchcraft".
 

Casey R Williams
USA

Posts 149
07 Jun 2010 05:14


You're not being an ass.  Let me think about this...

Staribulator One

Posts 9
07 Jun 2010 12:40


A nice intro of Dungeon Master lies in this address : EXTERNAL LINK
I think it s not a bad idea at all if the game inside was like this and the Natami could run it well :-) It says for xbox and ps3 but I don't think that it is too heavy from the  side of CPU or of GPU ...

J Grant
United Kingdom

Posts 15
07 Jun 2010 20:25


If memory serves me correctly, the game was called
Bloodwych!!


Denis Markovic
Germany
(Natami Team)
Posts 41
07 Jun 2010 22:10


Yes, Bloodwhich, it had a very nice 2 player mode
(split screen, one player on the upper the other on
the lower screen)

J Grant wrote:

If memory serves me correctly, the game was called
  Bloodwych!!
 



Casey R Williams
USA

Posts 149
08 Jun 2010 02:55


Yes, it was Bloodwych!

EXTERNAL LINK

Angel of Paradise
Germany

Posts 61
08 Jun 2010 10:15


daniel h wrote:

Hello ppl,
 
  i know its a little to early for that but let me dream! I made a simple concept image to show what i mean for a game like DM on Natami. 800x600 or 640x480 res 3D engine, 2D sprites for enemies and 16 audio. @Gunnar are 512x512 textures to big for natami?
 
  EXTERNAL LINK 

I really like the idea of this game.
I loved Dungeon Master.

Why do you plan to use 2D sprites for the enemies?
Wouldn't using 3D Enemies look better and smoother animated?


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