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Omnimaga
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TI 68K
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Raster Racing 89
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Topic: Raster Racing 89 (Read 4134 times)
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Alex
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Raster Racing 89
«
on:
May 05, 2006, 03:50:00 am »
Perhaps some of you remember I worked on a simple pseudo-3D road engine a while ago. Well, I decided to come back to it and improve it. And that I did, as now it looks a lot nicer, and the road curves look more realistic. It also runs a bit faster than it did before, around 85 FPS (remember, that's just the road with the player car, without other objects or AI cars, etc.) I plan to continue optimizing it and remove all floating point expressions and replace them with byte shifts, as that will surely increase the FPS count. Here are some screenshots:
http://artraid.com/alex/index.php/2006/05/05/raster-racing-89/
- Alex
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JFISH
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Raster Racing 89
«
Reply #1 on:
May 05, 2006, 04:06:00 am »
WHOA das COOL OOO o.o
psuedo 3d nice work man...nice fps... make somethin....revoultionary... man dat be sic... trax...cars... pimpin em out... checkered flags.........babes... ....eeh...
... cars...
TIGCC? BASIC? ASM?
cool stuff ... B)
peace....
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Alex
Guest
Raster Racing 89
«
Reply #2 on:
May 05, 2006, 04:48:00 am »
TIGCC
Thanks for the kind words
- Alex
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saubue
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Raster Racing 89
«
Reply #3 on:
May 05, 2006, 05:00:00 am »
Wow, that looks really nice. I would love to see some animated screenshots and test it myself
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Ranman
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Raster Racing 89
«
Reply #4 on:
May 05, 2006, 05:13:00 am »
85 FPS... Wow!
Looks awesome! It looks like a cross between Pole Position and Outrun!
Do I here POTY?
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
Radical Pi
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Posts: 1143
Rating: +5/-2
Raster Racing 89
«
Reply #5 on:
May 05, 2006, 09:20:00 am »
89's are faster than I thought!
The car pic is nice, I can't wait to try this. (me needs 89 first.)
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One of these days I'll get a sig I'm really proud of.
Alex
Guest
Raster Racing 89
«
Reply #6 on:
May 05, 2006, 11:32:00 am »
Just remember that the Sega Genesis used a m68k as well
(and a z80 for sound).
Edit:
Here's the newest screenshot, with scrolling background and steering:
I should really make an animated screenshot. I think I will after I implement hills. Note that the FPS dropped to ~70... Still fast and smooth though
- Alex
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Alex
Guest
Raster Racing 89
«
Reply #7 on:
May 06, 2006, 02:12:00 am »
An update: I improved the perspective - now you see more road segments, and added a parallax background (clouds/mountains + city landscape) that scrolls as the road turns. It averages 65 FPS and looks quite good on-calc
Next on the list are hills, then an animated screenshot.
- Alex
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Raster Racing 89