gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

OffTopic > Need for Speed Underground

#14462 - dagamer34 - Wed Jan 07, 2004 2:57 am

Possibly the most advanced GBA game yet... (and its not made by Nintendo, gasp!)

I decided to break it apart just to see what made it tick. Its in Mode 4 and by playing it for a bit everything is textured. Heck it even has some kind of LOD on the buildings!! As far as I can tell, it doesn't even use sprites.

Are game programmers chained to a comptuer all day???

And the audio is sweet too! This game TOTALLY blows away Super Monkey Ball, Jr. in graphics. The new king has arrived...
_________________
Little kids and Playstation 2's don't mix. :(

#14556 - Sweex - Thu Jan 08, 2004 4:52 pm

I haven't played it, but by looking at the screenshots I'd say it's a raycasting engine with 3D models for the cars...
_________________
If everything fails, read the manual: If even that fails, post on forum!

#14558 - malone - Thu Jan 08, 2004 5:49 pm

Like Monster Truck Madness then? I actually haven't seen the screenshots nor played the game, but I find this interesting... I shall check it out soon.

#15466 - OrR - Thu Jan 22, 2004 10:51 pm

Want to meet the developers?
Go to:
http://forums.n-philes.com/ --> Pocketeers
MrMop is a really friendly guy who will try to answer all your questions!
And it's NOT raycasting! :D
Let's hope those guys get their FPS deal soon... They are already working on the next game and a new version of their c2 engine which will support nextgen handhelds like PSP or Zodiac.
They also have another game completed for about 5 months now... It's NFS Porsche for GBA... But it won't get published before march... Anyone understands publishers?

#26264 - mrmop - Fri Sep 10, 2004 6:22 pm

Hi,

I know this is a bit late, but its actually a portal based rendering engine. Its good for GBA as it achieves near 0% overdraw.

Regards

Mat
_________________
I am a machine

#26265 - tepples - Fri Sep 10, 2004 6:40 pm

If you think about it, Wolf3d-style raycasting is just a special case of portal rendering, with cubic cells and either a portal or a wall on each side.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#26266 - mrmop - Fri Sep 10, 2004 7:06 pm

tepples wrote:
If you think about it, Wolf3d-style raycasting is just a special case of portal rendering, with cubic cells and either a portal or a wall on each side.


Portals are a way of storing / culling the world and not rendering it. Raycasters normally render slithers of a surface one screen column at a time. The slither information is based upon info obtained from geometry that rays intersect with as they are projected across a map. I suppose that you could store the map using portals and then render it with ray casting.

In the case of our C2 engine, we use portals to store and cull the world, but use a polygon renderer to draw the polygons within the portals.
_________________
I am a machine

#26274 - Abscissa - Sat Sep 11, 2004 1:41 am

dagamer34 wrote:
Are game programmers chained to a comptuer all day???


Heh, from what I hear - yes.

#26408 - Miked0801 - Tue Sep 14, 2004 10:09 pm

Lies Lies - <Clank> umm... :)