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mce.lha - game/utility
Apr 23, 2024
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faac.lha - audio/convert
Apr 22, 2024
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faad2.lha - audio/convert
Apr 22, 2024
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seq.lha - audio/misc
Apr 22, 2024
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libfaac.lha - development/library/audio
Apr 22, 2024
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libfaad.lha - development/library/audio
Apr 22, 2024
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image2pdf.lha - utility/text/convert
Apr 22, 2024
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libharfbuzz.lha - development/library/graphics
Apr 20, 2024
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libpng.lha - development/library/graphics
Apr 20, 2024
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libsdl2_ttf.lha - development/library/graphics
Apr 20, 2024
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Re: New game in the works by AmiBoing
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Posted on: 2016/4/23 8:19
#141
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Just popping in
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Quote: It's looking good so far. I see in the photo that you're using Blender for modelling. Is the game/graphics engine custom built? Or did you start with an existing one? There is a game engine out there called XEngine. The game engine is custom built. We don´t want to use existing engines because we have in our own engines more ways to optimize. The own engine also contains only the needed functions. XEngine is currently an internal work in progress name and maybe changed. As this engine will only used for our own games, there is no need to give it a big brand. We also have an export format that our game engine can read without modifications, so i can test all things i need instantly. Currently i build it on windows blender, then save it on my NAS, then load it on AmigaOS to test it. As the Warp3D (SI !!) is very limited, it is a perfect test platform to see performance issues. Quote: Quote: For Warp3D Nova currently we have to code direct (not on MiniGL) and this would need more time (We had only some days before the meeting). As Daniel Müßener will work on OpenGL ES, we will use this as layer between the upcoming Warp3D Nova. As we have limited ressources we have to be effective, a GL layer helps us a lot to work on all our platforms (Android etc.). That makes sense. Using a cross-platform API certainly cuts down on coding time when you need to support multiple platforms. As we are a two man team and only Frank is coding, we need to be effective. Currently the versions on Android and AmigaOS are on the same Level (Vertex coloring, single texture, multitexture, multiple UV coords, simple collision, fog, some optimizes for hidden objects, specular maps + normal map (nova tests)). I spent around one year to learn blender. It was a very hard task for me because it is not very intuitive. But it is free and has all features we need, so i had to learn it. My hope is that we someday get an updated Version of Blender (2.7x), the current AmigaOS Port runs well but it is very different from the current versions (layout + shortcurs + file format). Also the tutorials in the web are for newer versions, so the entry is very hard if you want to use the old one. If there where a new version i could 90% of my current work do on AmigaOS ;) The game: It is far from finishing! As we do all from scratch (game engine, all graphics/texture painting, 3D objects building + optimizing) and we are only two, it will take time. We have a concept for story and gameplay but it may change while working on it. Maybe before the big project, we will do a smaller game before (with parts of the big projects). Regards, Thomas
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Re: New game in the works by AmiBoing
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Posted on: 2016/4/22 10:19
#142
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Just popping in
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Hello, this was a quick and dirty try to show on an Amiga meeting two weeks before. Quick and dirty because it uses MiniGL and the "Old" Warp3D SI. This here runs smooth (60fps here is the vsync limit) in fullHD on X1000 and Radeon HD7750. Also on my sam460 (where i test my 3D scenes) it works well. Warp3D nova will boost it a bit ;) For Warp3D Nova currently we have to code direct (not on MiniGL) and this would need more time (We had only some days before the meeting). As Daniel Müßener will work on OpenGL ES, we will use this as layer between the upcoming Warp3D Nova. As we have limited ressources we have to be effective, a GL layer helps us a lot to work on all our platforms (Android etc.). We also have tried Warp3D Nova with direct coding, works well. Bump Mapping, Specular Maps etc. no problem. As we do our first steps in making a 3D game, we have a long way before. Maybe the first project will be a smaller one. We will see ;)
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Re: Gorky 17 playable demo released!
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Posted on: 2016/2/29 6:27
#143
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Just popping in
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About the resolution in Gorky17: The game was aimed to 640x480, the background images are rendered in this resolution. There is nothing what can be changed. But all objects, Players, Monsters etc. Are 3D Objects.
If you set the resolution to FullHD, you will get the 3D parts in a high resolution while the background is "just" scaled up.
In my opinion a higher resolution here looks much better because the focus is on this scenes. Also you get better shadows and transparent placing tiles (the colored quads under the players and monsters).
Beside the resolution, depending on your system you will get a smoother gameplay because the warp3D rendering can be faster than the cpu rendering (different from machine to machine).
For me it is a big improvement to play it in warp3D and higher resolition (also from scaling view, on my fullhd monitor it looks better if i set the to fullHD instead letting the Monitor scale up from 640x480, a fullHD Monitor also scales up internal).
Regards, Thomas
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Re: What parts of AmigaOS4 graphics are hardware accelerated?
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Posted on: 2015/9/18 6:56
#144
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Just popping in
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@ChrisH: Thanks for your reply, i just wanted to know what you are using.
@Broadblues: It should not be the task of the coder to update the contents while resizing. Also if your pseudo code works, this should not the aim and i am full to chrisH´s opinion: Reaction is not a rocket in this case ;)
If you compare MUI or Reaction software while resizing, you will see that they do different things. MUI does the refresh not on every single movement of the mouse as Reaction seems to refresh as often as it can... that´s a problem. We have internal tests here where we fixed the problem within the refresh source code of Reaction , it is possible to get a good result. This was only a quick test, there have to solve/clear some dependencies but it is possible and i hope that we get it faster in future.
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Re: What parts of AmigaOS4 graphics are hardware accelerated?
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Posted on: 2015/9/11 19:40
#145
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Just popping in
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@ChrisH If it is slow, have you installed an alternative workbench theme or do you use the default? While building themes I fond out that buttons with a tiled background or gradiends are slow, especially on the calculator where much buttons are.
Jus interesting for me while building themes, so thanks for a reply also if it is of topic.
Regards, Thomas
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Re: Still interested in Huno's games ?
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Posted on: 2015/4/4 22:03
#147
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Just popping in
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Yes, i am interested!
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Re: Warp3D RadeonHD Southern Islands. Confirmed compatible graphics cards.
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Posted on: 2015/4/2 11:52
#148
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Just popping in
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Re: Swamp Defense 2 - AmigaOS4.1 - amiboing.de
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Posted on: 2015/3/9 17:05
#149
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Just popping in
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We just have uploaded a first (important) update which fixes a Level bug and removes a Memory leak (important for devices with lower ram). You can download it here: http://www.amiboing.de/gameDetail.php?id=20Either you download the full archive or download only the .lha on bottom of the page which contains only the start file of the game. The update will be also available with AmiUpdate. CD Users! Please also download this update, it is important for a good game experience.
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Swamp Defense 2 - AmigaOS4.1 - amiboing.de
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Posted on: 2015/3/7 16:02
#150
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Just popping in
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Hello Amiga User! We have just released our newest game "Swamp Defense 2"! The sequel includes more enemies, more towers (cartoon heroes), more weapons, more levels and an integrated shop system for an individual game experience . More information: http://www.amiboing.de/gameDetail.php?id=20A CD Version is currently available at following Amiga dealers: Alinea Computer: www.alinea-computer.deAmigakit: www.amigakit.com Amedia Computer: www.amedia-computer.comAMIGAstore, ASB Computer: www.amigastore.euIt is a professional built CD in a DVD case with nice CD cover and booklet. The download version is available on AmiStore and amiboing.de! You also can download a demo version on the game detail page, please test the demo before purchasing the game! Thanks for your support! Your Amiboing Team
Edited by imagodespira on 2015/3/7 21:04:27
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Re: A-EON acquires ImageFX from Woodall Design LLC
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Posted on: 2015/1/25 16:47
#151
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Just popping in
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@ChrisH: Use Arteffect4 instead. If you mean AE4, then go to the alinea computer download section und the support section (alinea-computer.de), then right side in the top download. Download the OS4 wizard.library and Arteffect4 does not crash on startup.
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Re: MPlayer 6.3 on X1000
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Posted on: 2015/1/7 7:52
#152
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Just popping in
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@LiveForIt: Many thanks. with "comp", it works.
Just a question: Is comp using YUV conversation in gfx card or is it just for compositing window (as in older mplayer versions)?
Edit: ok comp seems to use no YUV conversion, i have around 10 - 12 percent more cpu usage.
Another question ;) : In my video tests, the sound and picture are not in sync. video seems to be slower than audio. On the same machine, old mplayer, it works. Any solution for this? New player has lower cpu with yuv so the cpu maybe could not be the bottleneck (it is also on small videos).
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Re: MPlayer 6.3 on X1000
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Posted on: 2015/1/6 21:08
#153
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Just popping in
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Hello, i have a problem with playing "webm" movies. I choose this format in SMTUBE for playing videos in 480p because the other choice in this size (flv) is not in 480p in most videos (seems just a thumbnail). So my problem in all resolutions is that i if i play webm videos, i have a broken video in the newest mplayer. The video works fine with the old mplayer (but i want to use yuv and a higher resolution ;) ). My System: AmigaOS 4.1 Final Edition, Sam460, RadeonHD 5450, Radeon Driver 2.4 Any others with this problem? Which settings do you use with smtube and sam460 (720p is to heavy here). Screenshot: Left = mplayer 6.3 (latest from os4depot) Right = previous version of mplayer Regards, Thomas
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Re: Small video of Candi stuff by Aeon
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Posted on: 2014/12/19 6:52
#155
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Just popping in
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@zzd10h:
look Forward to the next update, there are made some improvements to lower the cpu usage.
The CPU usage depends much on the number of Icons you have on the workbench. Also the gfx Card is important.
I use a RadeonHD 5450, low entry Card, on my sam460 and have a cpu usage around 50 percent. Same Computer with HD 6670 -> around 25 percent. It depends on the fill rate of the gfx card.
Note: Candi goes to sleep if the CPU is needed, it runs in low priority. So if you use other Software, you should not have speed issues.
Next update will reduce your cpu load, look Forward to it in amistore ;)
regards, Thomas
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Re: ImageMagick
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Posted on: 2014/7/10 8:35
#156
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Just popping in
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@JosDuchIt
I played with imagemagick a while ago and had the same issue with the config path.
My Version: OS4Depot Version, 6.1.4
Solution for UnableToOpenConfigureFile:
Copy the .xml files from share/ImageMagick-6.1.4/config to the main path of the program files (where convert etc. are).
Within this folder, the config files works here.
My quick test which works: RAM Disk:ImageMagick-6.1.4-ppc-amigaos-bin/bin> convert img.jpg -scale 200x200 ram:img1.png
Regards,
imagodespira
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Re: Joystick/gamepad usable for os4
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Posted on: 2013/11/23 10:54
#157
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Just popping in
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@Antique we recomend the Xeox Pro from Speedlink for our games. Data: Xeox Pro Analog Gamepad USB, Speedlink, SL6556-BK. http://www.speedlink.com/?p=2&cat=4132&pid=28040&paus=1there are two versions. one with cable, one wireless. The wireless versions has some problems here on my sam460, sometimes the connection is interrupted while plazing. We have no problems with it on the X1000, works well there also with two of them in 2 plazer mode. On back of the jozpad zou have also to set the button to "D". We also tried other gamepads, works also well. One Microsoft gamepad, one cheap noname. Very importing is to calibrate the device before playing in "AmigaInput". Some customers also play with the USB version of the "competition pro" joystick. http://www.amiga-shop.net/product_info.php?products_id=437
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Re: Atheros WLAN driver success/failures
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Posted on: 2013/9/5 11:14
#158
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Just popping in
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@pjs: ABIT WPL-01 = Works for goos, was DSI'ing for imagodespira
DSI is gone, but the device is not found in AmigaOS on Sam460.
A question to Acube for "unlocking" the PCI-E 1x was answert like this: Slot is full unlocked, some devices have a Firmware which is not compatible.
So maybe the ABIT WPL-01 is not possible for us ;)
But it works fine on X1000, so i do not understand the Background that it is not possible for sam460 too.
Anyway: nice work! Hope that Acube unlocks the DMA for SATA, then i could remove my SATA PCI Card and put in a wlan Card.
Best regards,
imagodespira
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Re: M.A.C.E Retail Game
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Posted on: 2013/8/5 7:02
#159
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Just popping in
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Thanks all for order a unit!!!
@Slayer: we use here a Speedlink xeox pro (cable Version) which works fine. Amigakit wrote on amigaworld that new competition pro Joysticks are on stock. We know that they works well in M.A.C.E. too.
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Re: M.A.C.E Retail Game
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Posted on: 2013/8/3 9:45
#160
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Just popping in
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oh, this could be my fault. I made a Information package for the Shops, maybe Matthew has copied it directly.
Whith is a bad mistake, i know it ;) fast writing in stress ...
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