VladR, on Sat May 26, 2012 11:52 AM, said:
Atari_Owl, on Sat May 26, 2012 2:03 AM, said:
How many polys depends on what kind of polys, size and if you use the not really very good Atari renderer.
If you run the 3D JAZ demo you can see how many polys/sec the Atari renderer can draw.
If you run the 3D JAZ demo you can see how many polys/sec the Atari renderer can draw.
1. Top-Down camera at Fixed Height (for slightly less computations per frame, or even precomputed transformations - though 2MB of RAM is awfully low)
2. Outdoor environment - e.g. Flat terrain (2 tris), but obviously covering whole screen, composed of several tiles (say, ~10) - this could be just a simple , huge, 2D sprite - though I`m not sure If I can combine 2D&3D easily on jag. It would be great if I could just use Blitter and draw the whole 320x200 bitmap in one go.
3. Buildings - about ~10 on average (per scene). Polycount is 12-50
4. Characters - Sprites - there`s no way that from that altitude about 15 meters from ground), you could see some nice textured characters from polygons - that would be just a pixel mess, and since there`s no antialiasing, sprites will look better (at the cost of memory)
5. Props - trees/stones/barrels - probably just sprites, prerendered from different angles
6. HUD - Lower part of screen (say, 15-20% of screen height - depending on how I fit all info into just few lines in that low resolution) - a 2D Bitmap (like in Doom)
Doesnt seem unreasonable.. i wish you the very best of luck and shall eagerly watch progress, when you feel confident to announce something please let me or zerosquare know and we'll put it in the homebrew project list




Send me a message
Find content
Not Telling


