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Reality Tech Demo's (for Amiga AGA)
What Is it?
Reality was the name of our
Wolf 3d styled game engine, and became an umbrella term for anything related to that pursuit. This archive contains the last known remaining compiled exe's of my various attempts to get it up to a reasonable performance on a near stock
Amiga 1200 (020+FastRam) back in the mid 90's.
The Reality project was originally most active between
1994 -> 1995 and apart from few screen shots and close friends was never released to the public. It's important to note that the attached downloads are ALPHA software and while operational should not be considered stable. They do take over the system in as an OS friendly manner as I knew back at that time, but modern systems might not like them.
Can I use the demo's under AMIGA emulation ?
Yes, that's i'd recommend running these days.
Home Page?
Reality Tech Demos Home Page (https://www.underwaredesign.com/?page=programs.Reality-Tech-Demos)
HashTags
#amiga #aga #doom #wolf #wolf3d #bladestone #port #aga #gloom #dread #bloom #indiedev #gamedev #retro #2d
Videos
Reality Tech Demos (Amiga AGA) 1994-1995In this video i'm looking back at my #Wolf3D / #BladeStone styled texture mapping engines that were written between 1994 / 95. The videos looks at three different builds, the first is the initial ray cast version, the next is first polygon edition and third includes many of the long term gol features, from polygon 3d objects to 2d planes/sprites with depth queues for lighting.
All programming by Kevin Picone / https://UnderwareDesign.com
Script / Captions
hi guys we're gonna take a quick look
back at some early demos of my reality
project on the Amiga this was these are
taken from about 94 and 95 and we'll
look at what I think are the only demos
of it that still exist let's take a look
okay
this first one yeah this is actually the
only one that's raycast and the way it
works is you've got a picture and we're
scanning across the the floor across
that picture to look for values that are
nonzero and any value that's not zero is
a wall fragment so it's like a cache of
wall strips and they're just drawers
it's true it's very fisheye very
accurate as he can tell whether the
bottom bottom of the walls but this was
very early probably she probably ninety
for some time we're starting to work on
Chucky bits line up so the ambition was
pretty high at the time and I think this
is a mule I had to be running on an i-20
I'm a guy that's already making 1,200 so
the performance isn't it isn't that bad
actually
as you can see there it's dipping
outside of the
the chunk of memory that defines the map
he doesn't look like like Wolfenstein
we've got like a agreed and that green
the tiles have a certain size and states
through the eyes that's pretty cool to
say that I thought I'd lost all these
dealings by the way
okay the next one is it's not ray cast
this is
yes actually further along I thought it
was
[Music]
the environments of polygon environment
that we've got limited rotation so he
just wrote area the vertical access and
we have not read straight walls we've
got also normal diagonal we can just
connect anymore but you'll notice that
it's not prospectively incorrect and
some of these same inaccuracies that can
be seen that the towards the bottoms of
the wall fragrance when scaling
yeah actually a little bit of inaccuracy
there between the walls too
I don't remember when this one was this
is probably about 95 when this is what
was mine
amongst about 10 of the things we're
trying to do at the same time I'm pretty
sure it's 64 colors as well and this the
the mountains behind it there they would
be surprised it's trying to get some
benefit out of using cowboy sprites and
those days it's not depth acute or
anything like that you've got no floor
at all and all the say the pee retains
her they're optimized for our 20s
I think that these two demos here
I think these ones are very similar
[Music]
okay there's a second take second
version of that demo that that I think
I'm testing different scaling techniques
to do full screen walls as you can see
they're over later cover each other that
he tried to do layers of these
transparent fragments the way it works
is you have a solid wall pass and then
you have a transparent all the parts and
the transparent walls are clipped to the
solid walls so anything that's being
drawn behind you because the scene is
really just a list of these wall
fragments these polygons fragments we're
just working out which which vertical
scan line will row of that that needs to
be drawn for each each section of the
screen when this multiple wires we need
to have I think has a buffer of maybe
eight why is that could appear either
top of each other and it doesn't
insertion
insert the new any fragment works I
confront all the other ones or behind
them
for every vehicle strip yeah but there's
a look there's lots of theories about
well maybe I can do different types of
rain as the sidewalk
try to optimize the code and read them
to us a 1 so 3 3 moles at once that
caused them
I think these are all the same what
happens in a lot of resolutions over
running Probie
yeah it's at least two pixels high so
that's probably I think the frame buffer
is 256 by 128 I don't know
and it would be running on an i-20 with
fast memory so
with my own cussing they see the pay and
at the time it was pretty pretty ugly
code let's check the last one there see
if it works
[Music]
some aggression he hasn't probably to my
to here
[Music]
I mean this
at this resolution it's pretty pliable
there's a lot of that fun in daytime
[Music]
that people would have been expecting on
what I thought
[Music]
you know but I don't know what what in
particular I was testing with these
demos I just found these all executables
and these are what they are so that's
all I can say about them right now such
a long time ago 25 years ago pretty much
all right next one
alright this one we started having a an
idea about what we're trying to do and
all the textures just saying Ephraim
heretic by the way no I've got one by
one
got some objects in there we have got
depth cueing as well
terrible clipping and still need to are
it's a bit larger
so the goal was to try and get this
thing to you know I try and be as
pliable as it possibly could at one by
one on the i-20 with fast memory
the theory was a bit Scala pretty well
but attend that it didn't they
when we tested on - he's in the high 40s
at the time he just chucked and
absolutely choked
[Music]
watch your wine obviously someone today
I could beat you a whole lot on that
now you probably say this one before
this generation of the demo was used
we were trying to get funding to join
just trying to stay afloat pretty much
and we change the resolution here
probably two by two
as you can say I mean for 1200 without
20 in it that's pretty dicey primarily I
think what really killed these projects
was that this by the time we were
getting I've been resolved getting out
techniques up to scratch pretty much a
lot of people have written been at once
you know I'm in gloom kind of a during
the same time and they was other day I
was out there uncle poon was he that the
same demo at the time I don't know he
write that one but it was beautiful
all right this has me to lighter
I think in this version too I'm using a
combination of our processor and flitter
assisted Chucky the planer so probably
using I had a an approach where I was
he's like a pre-calculated see the pain
the first pass would would copy down the
chip mirroring and the multiple passes
to to unscramble what was left
you're talking back soon
and it's driving the quality of the
takes you laughing
yeah the perspectives pretty awful about
you know you get that
[Music]
with these demos I'm not quite you can
say so here is there
[Music]
maybe that's TMI too
yes the total for floor thing
a Connecticut befool is quite what to
work as I imagine that sure there's one
of those things where I just thought
well I'll implement it and then I'll
worry about getting it accurately like
nice things memorize them because I
wanted you to I wanted to know whether
it was just how fast you can get it or I
could get it - that's pretty sure that
other people that they could do a better
job but I thought if I can get it to a
point where Oh about the attorney
objects in its vision this is not power
to say it's an over life pretty much
it's written to the junkie buffer and
process down the
that's not clear in this version I spend
a bunch of time and write a vision of
the polyfill on to do vehicle strips
rather than horizontal spans the idea
was to use the horizontal clips against
the solid walls to count or ticks out
there from Holland things but it never
got that far
you know just time is slipping away and
my version slipping lying of course that
was moving on
Sol's but here today I'm on in about
timing it's 96
suddenly here it's dry or anyone
everyone's been I don't remember it
running but we have running on the
emulator so I have a Tweetup a little
bit higher I want you there I think
that's it I think that's it
rot it's obviously this version I found
this with a mile to a friend of on some
got here about three special guy said
they were retains ivory optimize the
Chuck liners but you acted m/s which
patent fool was a kind an errant display
for the fries a second
[Music]
as I leave a demo game
well I think I'm away with their wolf
say enough of that
Oh guys think they have a patent for my
games the solid colorful
and the patent and the solar camera
the chalkida Pliny was doing
comparison to the previous Buffett to
see if there was any need to convert
that chunk if they were the same we'll
just skip past it since then I realized
that unit you don't even need to do that
or nothing what you do if you ran
through the whole thing
generated you vehicle's statements or a
list of all the segments they can work
out what columns need to be converted
parts don't need to be taken just how I
bleep feel for the background or
something probably anyway that much
achieved a lot that of course when
you're up near a wall like that you
wouldn't but when you're in an old
saying where you got probably a 50-50
distribution of
II meant your injury like like therefore
examples
it's a small mayor injury
couldn't work - right probably done the
death money I have no idea
[Music]
this I I had a fascination I thought all
I wanted figured make it make a shoot
him out gun and do something homes on
scrolling with death
[Music]
looks like been running a local
enthusiasts wall for always on the
products were getting in the middle of
it
reality was game and they love those Pro
X's I then it's had I've been in my
painting we were working on there was a
straight father to me were doing some
work on what we proved the idea is but
we didn't really have anything else we
had a few characters that were drawn
like static pauses and so we've taken
the backdrops from from all the games
and so a lot of those things we just
concepts you know saying they were gang
or squares just it's over the top okay
I think it's not for me thanks for
watching that I hope you learned
something about the history of HD - and
I'll put them up on the website and you
can come and have a look at them anytime
you want they're not terribly reliable
and they out
thanks for watching you know I'll see
you next time
Project Reality Amiga Tech Demo Underware Design Promo VHS RIP 1995 Welcome... In this video we look at a raw VHS capture of our reality tech demo that was developed for the Amiga home computers, namely the A1200/020 with fast memory. I'm not too sure when this video was made now, but my best guess would be late 1994 / early 1995.
This was one of our various tech demos promotion videos, trying to get funding locally. Back in those days, if you wanted to make games in Australia, you pretty much needed to leave.. In retrospect we should have.. But it is, what is it.. We did send out various beta's back in the day, so if you have one feel free to upload the demo to Aminet and don't forget to send us an email to UnderwareDesign.com
(Broken) Reality 1994/1995 Amiga Tech Demo The original goal of the Reality project was to create a Wolf 3D / Blade Stone styled 2.5D game engine for Amiga A1200 / 020 with Fastmem. It was pretty ambitious at the time, and looking back I wouldn't say that we ever really met our objective, but certainly gave it a good shot. The only down side was that almost nobody got to see it, so here's a warts and all version!
The version shown here is about the only code that still assembles. There's newer versions of the source code, but they're missing lots of external files. None the less, this supports textured walls / floors with flat shaded polygons.
For polygons, the original idea was to draw triangles as vertical spans, so they could be clipped against the walls 1D z buffer. But sadly that's not in this version. The walls are connected together line segments, to draw the view, we get a cone of verts and draw the walls attached (to the verts) into the depth buffer. The floors clip to the smallest wall segment in the buffer, so sadly there's a lot of overdraw, not to mention the funky texture slipping....
The demo in the video, is running through the WinUAE emulator with an image of my A1200 hard drive. Most stuff seems to run ok, except the (AsmOne) assemblers ?, not sure why, but the combination seems rather unstable. So when you factor in the obvious bugs in my code ! :), this is best I can get it running in the short time available :( ... Hence the "Broken" Reality title.... Shame, I was enjoying the nostalgia.
Code By: Http://www.UnderwareDesign.com
Art By: Raven (Textures are from Heretic)
Music By: Ardvarc