AndrewW wrote:
Paras' idea I think was that the planet is loaded from disc on entering the atmosphere say. Then assuming, a planet landscape is possible on 8 bits as it seems it is, couldn't there be an algorithm "seed" per planet to add variation to a hard-coded landscape?
I wasn't thinking at all about how the landscape would be defined actually - but yes, a 'seed, generate, correct' algorithm would make most sense as is used within Elite, I believe (i.e. generate something, then apply a set of rules to remove stupidities from it).
On the subject of nice landscapes, however, the speccy version - see Wikipedia - sucks IMHO. I'm sure it was a good effort, but I'm one for technical achievement and doing it in wireframe doesn't push the beeb boundaries. For me, Elite defined the Beeb wireless boundary. And for solids, I'd say the Sentinel. So to me, unless it's filled 3D like the April fool mockup, it's not faithful to Zarch/Virus/Lander - hence my having a bash.
I'd love to see Braben and Tribbeck's efforts though - shame they seem to be lost.
'Cheating at the maths' for visually correct effect is to my mind the smarter way to push a machine like the Beeb to get speed. Indeed, my university project involved meeting with Jez San of Argonaut to work with them and get rigid body dynamics (i.e. how solid objects interact with one another based on physics) to work in a complex 3D games environment, when Pentium Pro was the top-of-the-range CPU.
The maths is difficult to solve quickly, so you have to find ways to approximate things to get the right visuals. Really tricky - especially when on top of all this fudging, you then have to get other logic to behave correctly (e.g. detecting collisions, blowing things up, or creating shadows)