Jonathan Thomas
atariste.bsky.social
Jonathan Thomas
@atariste.bsky.social
The Atari STE is quite a capable games machine, you know.
The STE version is already available if you want to grab a copy.

retroracing.itch.io
Jonathan Thomas
retroracing.itch.io
April 6, 2025 at 10:11 AM
Ha! I know what you mean, it's sometimes a bit too fast for my ageing reflexes. My "justification" for this is that racing games in the 80's were hard and fast, but our younger reflexes could cope with that. 😆
April 6, 2025 at 10:10 AM
I think it's going to be okay - I've come a long way since those earlier efforts and coming to understand how to get performance out of the Amiga. Still got a couple of tricks up my sleeve but hoping it should be as fast as the STE version for the most part.
April 5, 2025 at 8:12 PM
This short gameplay segment (I can only show about 30 seconds in Bluesky) is taken from quite a yellow time of day in the 24 hour cycle. That may account for it - there's no deliberate yellowness injected into the Amiga version.
April 5, 2025 at 7:40 AM
Of course, it'll run at a solid 50FPS on the 1200. But then people will expect a load of additional bells and whistles. My interest here lies mainly in getting the most out of the base chipset.
March 31, 2025 at 8:10 AM
Ah thank you!
March 30, 2025 at 7:43 PM
Ha ha! I'm trying my very best not to, but the Copper just presents to many opportunities for eye candy! If it's any consolation, I have a strong suspicion that I won't be able to make the Amiga version run quite as smoothly as the STE version. 😆
March 30, 2025 at 7:42 PM
Ah thank you! Just trying to avoid taking sides and just using the hardware in each machine to the best of my ability!
March 30, 2025 at 7:34 PM
Still not 100% I'll be able to get the Amiga version running as smoothly as the STE version. 😉
March 30, 2025 at 7:32 PM
Thanks! I've discovered that you can get away with a lot of visual imperfections when you hold a reasonably solid 50fps framerate. 😀
March 29, 2025 at 10:24 AM
Absolutely. I now have tooling to create hardware sprite data from a GIF, so you can expect to see them everywhere I can cram them in. 😆
March 27, 2025 at 11:48 AM
Also, the Copper on the Amiga allows for a variety of low-cost (in performance terms) "special effects" such as copper gradients.

My gut feeling is that the final Amiga version will drop a few more frames than the STE version but will also be a little nicer to look at. 😀
March 26, 2025 at 9:23 AM
It's complicated. The STE feels a little faster in terms of raw brute processing and drawing speed. But to counter this, the Amiga allows for a variety of performance-enhancing optimisations such as switching off bitplanes on certain lines, using hardware sprites instead of bobs etc.

(continued...)
March 26, 2025 at 9:21 AM
I thought for a moment you'd tried to build something that ambitious using the segmented real mode memory model. 😀

I used DJGPP back in the day to build a few 3D engines. Really liked it. But the Watcom compiler produced faster code!
March 24, 2025 at 10:35 AM
Love it! The texture mapped road and the overall look is so authentic to the era! Is that an old version of Turbo/Borland C I see running at the start?
March 24, 2025 at 9:08 AM
Real nice early 90s mode 13h vibes there!
March 23, 2025 at 7:57 PM
Yeah, I've seen a few weird efforts in my time. I think the best overall road algorithm is that used by the Lotus series. Looks "correct" and seems reasonably efficient.

I'd live to take a look at any examples of road engines you've worked on if you have links.
March 23, 2025 at 7:39 PM
Ah - you must be Lou of "Lou's Pseudo 3d Page" fame, right? 😀

I didn't consider any other approaches to be honest - I was just trying to come up with something that might plausibly allow for 50 frames per second on mid-late 80's hardware! I don't have it look different coming out of curves sadly.
March 23, 2025 at 7:28 PM
Thanks! Yeah, I guess you might call it an additive curve. Basically, the mathematically cheapest and most efficient on CPU time algorithm I could come up with. 😆

Plenty of lookup tables and as little multiplication and division as I can possibly manage.
March 23, 2025 at 7:15 PM