Some Updates and a tunnel demo
Kuemmel (439) 384 posts |
Hi there ! You can find some new releases and updates on my website: This is a port (using NEON) and enhancement of a classic tunnel demo routine, originally written in Visual C for x86. It displays an animated tunnel. Just check the BBC Basic/ASM code to change all the parameters (radial/axial speed, texture, screen resolution, vsync, etc.). (@Jeffrey: I picked up the idea for radial movement. It was quite easy, doubling the texture and moving it’s base address with the timer) I used Jeffrey’s „frame“ from his meta ball demo. The precalculations in basic take some time, but I left it like this in case somebody wants to dig into the code. I’ve got it in VFP assembler, but it isn’t that much faster due to the lack of a native arctan (ATN) instruction. Beside the nice effect, it’s more like a proof of concept to me. Just the tunnel routine (with text display off) runs at 1024*768*32Bit col at about 30 Frames/sec on my Pandaboard at 1 GHz. So even a kind of chaotic memory texture mapping routine like that runs at that resolution with Risc OS ! Hopefully some other people pick up the good old demo coding spirit ;-) I had some trouble figuring out how the clock speed is detected and calculated on the Pandaboard. But now it works both for Pandaboard and Pandaboard ES. This application is based on Jeffrey’s version for the Pandaboard and displays CPU and clock rate for that board. I updated the FracVFP/FracNeon. Now they all work on the Pandaboard and Beagleboard correctly. You just got to specify it. Also !BiLiZo is more easy to run, as it crashed before if there’s not enough memory in the next slot. |
Trevor Johnson (329) 1645 posts |
I have to confess to being one of those who’s still not checked this out – sorry. Anyway, I know that nostalgia isn’t always helpful… however, the Elite ship data (various versions) is collected at neilwallis.com. (Adding that here for the benefit of those unaware.) |