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Second Reality port notes

Claudio Matsuoka edited this page Jan 21, 2014 · 18 revisions

Guidelines

  • OpenGL is used for 2D presentation only, all 3D transformations are computed using demo code
  • Original file layout used when possible
  • Ported code should be resolution-independent and framerate-independent
  • Pixel art upscaled with 4xbrz

Parts

Alkutekstit I - Alkutekstit II (U2A) - Alkutekstit III (Pam) - Title - Glenz - Tunneli - Techno - Panic - Scroller - Lens - Plzpart - Dots - Raytrace - Sinusfield - Vector (U2E) - Credits

U2A

  • Uses same code as U2E

Glenz

Glenz screenshot

http://www.youtube.com/watch?v=uAJ-S0wK1wE

  • Polygon color from the original 256-color palette
  • Object drawing reordered to use GL blends for transparency
  • Workaround for colors: can't use real indexed colors

Tunneli

Tunneli screenshot

  • Original code in Pascal
  • Each tunnel dot drawn in fragment shader

Techno

  • Work in progress

Lens

Lens screenshot

http://www.youtube.com/watch?v=NhS09o7Pny8

  • Firfade and lens distortion reimplemented in GLSL
  • Parameters computed in real time instead of pre-computed

Plzpart

  • Work in progress

Dots

Dots screenshot

http://www.youtube.com/watch?v=endAqm33rtg

  • Dot drawn in fragment shader
  • Floor gradient drawn in fragment shader
  • Floating point arithmetic for better dot positioning

Vector city (U2E)

Vector screenshot

http://www.youtube.com/watch?v=kG_CK6irNx4

  • Flat shading using original 256-color palette
  • Gouraud shading implemented in GL fragment shader to prevent color banding
  • Floating point arithmetic for smoother animation
  • Workaround for window color: force flat shading
  • Making of: http://www.youtube.com/watch?v=JcQXDp-x2HA