Computer Workshops' Official Nether Preview Page3-D, texturemapping and lightsourcing in real time on a stock 64.
Play DOOM on your Commodore 64, and you don't need a SuperCPU to do it.
Last modify September 2009. You're visitor 21708.
Next Nether NewsHere's the story so far, for those of you who haven't been following -- for shame!: We released Nether G-I (which you can download from here) to an eager public as an alpha test a while back. It was generally well received, but it could have been made a lot better. So, believing that the best product is the best product (foolish, eh? :-), we're developing a new, more sophisticated version of Nether called Generation II, or Nether G-II for short.
As of 11 December 2004: The current sprite-less Nether G-II is finished ... but Nether itself needs sprites for gameplay. Fortunately, not all games do, and there's going to be a title in particular that will use the 3-D engine sans sprites, right now. Tune in for more info.
As of 16 October 2002: Here's what's happened so far. Thanks
to new unrolling optimizations, plus a special 1-byte lighting cache to
speed up sector texture lighting computation, we now have an engine that has
(raw render time) reliably with all lighting and enhanced texture effects --
on the stock C64! (It's potentially enormously faster on the SCPU but this
game is targeted for the stock system, just as we've always said.)
As of 22 March 2002: Much has happened since our last update. All the map bugs, including the front tile lighting problem, have been repaired. For the sake of expediency, the old blackout hack for looking around corners has been implemented (it was also in G-I). The spherical aberrations unmasked by the improved fidelity TIM have been recomputed and smoothed out to an acceptable level, and a few other detected glitches in the lookup tables for views and skews have been tweaked.
Optimization is nearly complete. Alas, it seems we can't get much faster than 9fps or so; average speed is around 7, which is still a considerable gain over G-I. The TIM draw-a-pixel loop has been special-cased and unrolled into very long simple sequences for drawing particular texel strips of varying height. While this generates a considerably larger object file (ballooning to 11K from 5K) it has shaved over four jiffies/frame off render time, bringing the speed up noticibly. If we can squeeze one more jiffy out of the runtime, we're probably in good shape.
After that, strafe support will be added, and then sprites.
As of 27 October 2001: Work continues. A major breakthrough last evening; the jitter in the texture mapper has now been cleaned up with a new (although slower) patch to the TIM library. This slows down rendering somewhat but the result is a very, very clean mapping with no jitter. Alas, the improved TIM is now unmasking previously imperceptible spherical aberrations in the lookup tables used for mapping the environment, which means these will have to be regenerated. Too accurate for its own good! But we're not too angry. :-)
There are also still the map bugs mentioned previously, but these are now top priority. Once repaired, the lookup tables will be tweaked and then the optimization will begin. As previously mentioned, target engine speed is 10-15fps.