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- Rumor of the day is This article on The
Shugashack, which takes some paraphrased comments on CNBC
attributed to Greg Ballard, the CEO of 3dfx to speculate that a Voodoo5 product might be
available first quarter 2000. At E3, someone from 3dfx specifically pointed out that the
time spans demonstrated in the changes from Voodoo to Voodoo2 to Voodoo3 represented their
roadmap of upgrades, so expecting the V5 generation product ("Rampage" or whatever it eventually
becomes) within six months, when the V4 generation product ("Napalm" or
whatever it eventually becomes), has not even been officially announced yet, seems
unlikely (I wouldn't be surprised if the product Greg was talking about turns out to be
the Napalm/Voodoo4). That's just my opinion... I could be wrong (see follow-up).
- Richard Turnbull sends word that he's repackaged the source code for version 1.2 of his
Blitz 3D engine, and posted it on ACID REIGN.
Here's the poop on the re-release:
I have re-released the source code to an earlier version of the Blitz Engine
(V1.2) due to demand for the entire project files and assembly object code. This release
therefore contains the entire project and is ready to compile along with a sample scene to
test. This source code distribution is not an example of my programming skills. In fact it
contains some quite poor code and unoptimised routines. The aim of this release is to
provide people with some help and a starting block to build their own kick-ass engines. It
contains code on BSP Tree's, S-Buffering, Portal rendering, Z-Buffering, Translucency,
Particles, Direct Draw programming, Direct Input Programming, Surface Cacheing, Collision
Detection and most importantly, my completely hand crafted 32-bit MMX optimised realtime
span level RGB interpolative rasterizer (Surface cacheing at run time) with span level
mip-mapping.
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