Tag Archives: PC Breathless

PC Breathless Demo #1

I'm glad to release the first demo of PC Breathless that you can try on your own PC desktop or laptop. The minimum requirements are Windows, GPU card and Vulkan libraries installed.

You can turn around your view with the mouse and set forward with the up/down cursors, eventually go up and down with the left / right mouse buttons.

This demo is not a great evolution of the demo already published on youtube. The big difference is in the clean up and the fact that you can safely run in your pc without issues (be sure to have vulkan libraries installed). If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated.

For now, you can see the third stage with no collision detection applied. In the future demos, I will apply an actual walk with collision detection, and the missing code to open the doors. As you can see, the graphics aspect is very simple without any lights applied, sky, characters or animated textures. That's because the 3D engine is still under development. As next step, I will introduce a new lighting system with PBR. I do not exclude that I will implement also a ray-tracing renderer in the future.

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Amiga Breathless for PC

This project is about the porting of Amiga Breathless for PC with modern GPU hardware. If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated.

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Demo #1

This is the first demo of Breathless for PC. In this demo, you can turn around your view with the mouse and set forward with the up/down cursors, eventually go up and down with the left / right mouse buttons. You can fly around the third stage with no collision detection applied. In the future demos, I will implement an actual walk with collision detection, and the missing code to open the doors.

As you can see, the graphics aspect is very simple without any lights applied, sky, characters or animated textures. That's because the 3D engine is still under development. As next step, I will introduce a new lighting system with PBR. I do not exclude that I will implement also a ray-tracing renderer in the future.

Background

The remake of Breathless was an old dream of when I was 14, along other titles like Gloom, Alien Breed 3D, Super Stardust, Mario 64 and so on. This work is part of another bigger project that is called TextureMind Framework, developed to facilitate the creation of these kind of projects, like games, demos, presentations and so on. The idea to make a remake of Breathless in this moment started when I saw that the 3D engine with Vulkan was stable enough to render any kind of map imported with AssImp library. So why don't import Breathless map and use the same 3D engine to render them?

I was amazed by the idea of rendering Amiga Breathless with Vulkan libraries. The biggest obstacle was to import the maps from the old format in GLD, that was more suitable for raycasting than polygonal rendering. I started downloading all the material from Aminet, with this link:

http://aminet.net/package/game/shoot/Breathless-1996-Source

Then I studied the format from the original source code in C, in particular the map editor. The first important obstacle was that the editor was programmed for loading the map only in uncompressed format and all the maps were compressed in an unknown format called SLZ. I got 0 results on Google. I didn't know the format and I was about to abandon the project.

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