Revival #04
20 октября 1997 |
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Mail - DOOM on the Spectrum: The world or reality.
E-MAIL SEM / CODERS 'ACADEMY Correction: Hacker Olav Sergey Novikov ∙ D00M on the Spectrum: Myth or Reality? ∙ Today I will try to clarify this issue. Thus, poprobyem remember what DOOM and what it eats. Any man, once seated at a computer, srazy answer: it is krytaya three-dimensional shooter with monsters and kychey oryzhiya. In Basically, it's true, but we must not forget that this is THREE-DIMENSIONAL igryshka. Poprobyem figure out whether it is possible to realize trehmernyyu grafiky in Specchia. The answer is simple: of course you can, but what is bydet schedule? Quite simply, this is implemented as a vector filled, but we nyzhna tekstyrirovanaya schedule. Poetomy must zadymatsya: Is it possible to implement ety grafiky and how? The answer again is simple. Necessary to implement the method Trace lycha. At first glance, what tyt complex: take lych, lead him on the map to da track kyda it gets. But the reality is much more difficult. In pure form, the method of tracing apply does not make sense. The thing is that it is very slow the calculations, and, respectively, and speed program. But it can significantly yprostit, vykinyv third measurement (vysoty), and completing 20 kilobytes of memory table. Then our method will quickly build a wall maze, but with one limitation - it is necessary to abandon stairs, doors, windows, slopes, arches, and everything else that distinguishes DOOM on WOLF. Thus, we do not even polychim WOLF, as y us bydet doors. Something like this and realize its project team Digital Reality (DR), and problemy doors, they decided very original. But back to the topic. To construct maps of the game we need a lot of memory. You reasonably ask: why? And then, to do karty multilayer. Each layer is responsible for bydet a few pixels high, so we can specify objects of different sizes and at different heights. Poprobyem Now calculate how much memory nyzhno a karty (based on 128 KB). By primery, the game screen bydet 64 at 128 pixels hence we can confine ourselves to a maximum of 6-th layers of the card. One page of upper memory - one layer cards, two more pages allot for storing tables, but for simplicity you can use and four pages to store the layers, even under this condition, we be able to do anything and miserable, but the similarity DOOM'a. You can bydet do stypenki, vedyschie the ceiling. With the rise of such stypenkam can get to the second floor. But the transition process can be implemented as DR did door. With this organization has finally arrived maps can be realized yezzhayuschie up doors. Such a map will provide us with 128x128x4 gaming cage. You can move bydet precisely on these cells. When you exit such a card would have to be podgryzit sledyyuschuyu (as done at IBM). Although it is bydet brake, but his own, spekovsky! ;) For such a card in DOOM'e necessary as minimym 4 megabytes of memory, and it finally arrived it will be possible thanks to the emergence new version of the Spectrum-compatible computer - SPRINTER'97! Now let's see what did DR. And they did not doom and Woolf, but with monsters and oryzhiem of the Duma. But even then, they did kryto finally arrived, he tried, and almost polychilos ... :) But do not despair bydem, let's consider what has finally arrived have. And we have: ∙ 3 video modes ∙ Turbo save / load ∙ Rapid engine ∙ Bolshyyu karty When using the color mode lychshe push into the meter half of the monitor, then from IBM'ovskogo DOOM'a not difference! Engine can be done faster, and they (DR) is promise! A map just kryteyshaya, though not enough monsters and So why are some quick ymirayut. :) Despite a marked contrast to the IBM'ovskogo DOOM'a, our home, spekovsky, takes longer. You'll see, soon IBM'schiki are played to move to Speccy, so enough of a DOOM:) Once in post, I found a letter on temy monsters. Someone said that they are played transparent. We will understand and, to this problem. Under transparency, he understood that through them you can bydet pass. If we trassiryem karty when drawing walls, do not perceive monsters as pregrady and lych're on, but When looking for a place to sledyyuschego step, the monster is seen as a wall, and through it you can not take place. Hence the problem Transparency is really a problem and is not! But progress does not stand still, and that it is impossible today, will actually tomorrow! So who knows, maybe in the full version DOOM'a bydet else that nibyd new. Well, sort of, and everything that I wanted to say. On this, let you say goodbye. (Poydy wait a full DOOM:) SEM from Coders' Academy Creative Group
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