Newsgroup: it.comp.retrocomputing
Titolo: Clone DOOM per Amiga (lavori in corso)

http://eab.abime.net/showpost.php?p=1343185&postcount=52
 
 
Cito integralmente:
 
«Thank you guys for all the kind words!!  (and for the other kind of 
"kind" too - just ignore that)
 
If you have any kind of questions about this little thing, just fire 
away here. I will definitely check this tread, because of just how 
awesome your reaction was!
 
So, to address the more common questions...
 
1. The game DOES run on a stock A500 exactly how it does in WinUAE - if 
you watch my presentation closely, you'll see that I restarted the demo 
just because it was running too fast (it does in WinUAE in 
non-cycle-exact modes). The point of the presentation was just to give a 
few tricks away and not to show the game, so there was no actual 
hardware used. But if you ask anyone attending Decrunch 2049 party, they 
would confirm that it runs indeed because I gave a stealthy show there.
 
2. Don't compliment me on the art. All the graphics are converted from 
FreeDoom, which thankfully is covered by BSD license and I can focus on 
coding. Level design is done by me, because it has to adhere to the 
engine limitations.
 
3. This will be a "doom clone", so don't expect Doom port from this 
project. In no close point in the future the engine will be able to 
handle complexity of Doom maps. So, instead it's much better to design 
maps that allow acceptable gameplay (10+ FPS) on a A500 1MB and make a 
fresh thing. On the other hand, this also allows having features NOT 
present in Doom - like sliding doors, which are already implemented. But 
multi-floor buildings would also be something I'd love to have down the 
road.
 
4. The performance so far is roughly:
- 10-14 FPS - A500+1MB
- 24-25 FPS - stock A1200
- 30 FPS - A600 with Furia
But the A500 performance is the king here. Every possible optimization 
that could improve the framerate on A500 is a clear win for me, even if 
it would cripple the remaining configs somehow. Stronger configs have 
good FPS games already, and I really want to fill the A500 gap.
 
5. The demo features so far:
- 3 different ceiling heights + sky,
- 2 light levels (this is really a trick - I change textures and 
floor/ceil colors),
- angled walls,
- flat floor and fixed camera height,
- 4 weapons (pistol, shotgun, chaingun, rocket launcher),
- 3 types of monsters (shotgunner, chaingunner, flying monster),
- large map with keycards and (sliding) doors,
 
6. The fixed camera height is a limitation allowing several optimization 
tricks. In worst case scenario, the camera will move vertically in fixed 
steps - after all, moving camera is the same as moving rest of the map 
up and down. In best case - I'll figure a clever way to get around this. 
Right now, having limited number of possible drawing heights allowed me 
to bring performance to acceptable levels and focus on making a playable 
demo from what I got. We don't want just an another tech demo with no 
gameplay, right?  But this is clearly a point I'll have to go back to.
 
7. Last, but definitely not least - I have not released binary so far. I 
have already spent a better half of the year on that and pretty burned 
my motivation by this point. But there is still SO much work ahead, so 
I'm still thinking about how to get the best motivational boost from 
what I have so far. Right now I'm considering releasing this (and any 
regular updates I make from this point) via Patreon and/or 
itch.io
, but 
got kind of stuck in the decision because of how it would limit the 
availability, on the other hand. I'm already at the point where I can 
barely look at this code, so something should be done about that. In any 
case, community modding will be a big point in the process, so everybody 
interested could have as much fun as possible even with unfinished 
product, while, at the same time, helping me.
 
In any case, feel free to ask and comment here as much as you like!
 
 
Thanks,
KK/Altair»
 
Filmati sul "making of" (in realtà si "limita" a disegnare una mappa):
https://www.youtube.com/watch?v=KeaNb5QzoU0
 
https://www.youtube.com/watch?v=DvRxpxVRdEg
 
 
CYA

Credo sia questo
 
https://www.youtube.com/watch?time_continue=4&v=DvRxpxVRdEg&feature=emb_logo
 

 CYA
 
Devo dire che 15 frame al secondo su un a500 base è una specie di miracolo, 
poi vai a vedere la definizione e non è che sia il massimo, comunque tenendo 
conto che doom con uno 060 a 50mhz non riusciva ad andare alla piena 
velocità, bisognava portare lo 060 a 60mhz, insomma il lavoro è strabiliante 
per me.
 
 
 
 


Ah no quello era Quake, comunque sempre un bel lavoro se si riesce a 
visualizzare su amiga con quel numero di frames al secondo