KABoing complete
#1
KABoing complete
Hi Cool People,

Here’s the finished Amigaball - style demo, though this one is 3D. I improved the sound quality, added a "brag screen" like the demo guys used to do, and it now runs with sound on the machines I have access to(O2 and Octane). My O2 is 300MHz R5, and “top” shows it uses 16-22% cpu. If I hold down “u” then speed increases to the sync rate and it consumes ~44%. I’d like to know what other machines it runs properly on, so please leave a reply if you try it. I wish I had an Indy with sound to try it on. It’s tarred and gzipped from my O2. As always, your mileage may vary.

Cheers,

KB


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KayBee
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05-29-2021, 06:16 PM
#2
RE: KABoing complete
Thank you, looking forward to trying it Smile Is it using opengl?
stormy
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06-02-2021, 02:14 PM
#3
RE: KABoing complete
Hi Stormy, I am new to coding and found OpenGL to be obtuse. I used IRISGL, my brain seems to work the same way it does. If you do try it, please let me know which machine(s) you try it on.

Cheers!

KB
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06-02-2021, 02:53 PM
#4
RE: KABoing complete
Wow cool, IRISGL! That's even better Smile By the way - off topic - Do you think IRISGL would generally outperform OpenGL? ie; I was thinking along the lines of whether a native IRISGL source port of Quake would even be possible.
stormy
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06-02-2021, 03:02 PM
#5
RE: KABoing complete
IRISGL can be faster on some machines, but on others I notice OpenGL is about the same.

I'd be open to helping with a Quake port to IRIX that uses dmedia and IRISGL, but we should also include a software render mode. That'll be necessary for machines without TRAMs.

Any Quake port of that magnitude should ideally support compilation on both MIPSPro and GCC, and take advantage of each compiler's optimization routines. It'd be nice for SMP to be supported as well, but alas, that may not be possible without comprehensive refactoring of the code.

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06-02-2021, 03:39 PM
#6
RE: KABoing complete
Yeah SMP would be great. The only Quake engine to have SMP support was Q3 - but in the compiles we have (original ID and the nekoware version) they were compiled with SMP disabled. So setting "r_smp 1" in the console has no effect.
stormy
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06-03-2021, 02:01 PM
#7
RE: KABoing complete
I can definitely try to fix that when I get around to IOQuake3

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06-03-2021, 02:15 PM
#8
RE: KABoing complete
So no Indys yet, please let me know what hardware you ran it on if you do give it a try.

Cheers,

KB

-EDIT- it was compiled for 6.5. A buddy tried it on 5.3 and it didn’t work, as he expected.
(This post was last modified: 06-10-2021, 10:14 PM by KayBee.)
KayBee
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06-10-2021, 03:37 PM
#9
RE: KABoing complete
Very Nice Work! Smile

Here's KABoing running on my Octane 2: (Dual R14K@600MHz, V12)

[Image: UierVLX.png]

I'm busy booting my Indy! (It's so slow that it's actually mentally taxing to watch!)

After all that, it's not supported by the R4000 architecture!!!

My R5000 Indy's unfortunately 1500KM away! :(
(This post was last modified: 06-11-2021, 10:33 AM by Irinikus.)
Irinikus
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06-11-2021, 10:03 AM
#10
RE: KABoing complete
Works ok =) nice bouncing sound.


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06-11-2021, 01:08 PM


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