Hi,
I haven't had much time to devote to the
Amiga
since the beginning of the year.
Besides, when I have a little bit, I spend it on the development of New Bubble Story
(
last video here) which will maybe be finished at the end of the year (who knows?
)
I don't forget our demo project for Amiga 1000.
So I spent a few hours to implement the illustration of the infinite bobs algo I talked about last time (so in 2021...)
I think that during the final editing of the demo, this scene will be improved but here is nevertheless an implementation of a hyper space tunnel.
I opened 8 screens of 2 bitplanes of 320x160 which consumes 100 kB of chip memory. As you may remember, the goal is that the demo runs on an A1000 with 256kb of chip (so the standard memory) and some fast. This extra fast is due to the fact that Amos consumes a small amount of chip memory and therefore 256kb of total memory would not be enough.
The hyperspace is composed of 180 luminous lines.
The z value of the points of each line vary and the points are projected on the 2d screen.
The trick is here: the luminous lines are displayed only by groups of ten at each vbl, until each line has swept its interval of displacement on z, then we pass to the next group.
The strokes are not erased because of the infinite bob algo explained in a previous post and this gives the illusion of multiple strokes.
You can make several launches because I draw the strokes randomly, so the rendering is variable.
A little chip music has been added. It is due to Format.
The adf is available here :
Don't hesitate to tell me what you think about it.
For the next scene I would like to display a 32 colors image in low resolution to illustrate the quality of the Amiga's palette. Amiga demos had sometimes spectacular screen (in particular early 90's demos).
If you have some
nice drawings
that you would like to see in a demo, don't hesitate.
Bye
Aghnar / Agima