About Breadbox: Difference between revisions

From BreadboxWiki
Jump to navigation Jump to search
No edit summary
Line 82: Line 82:
=== State of development ===
=== State of development ===


Development is continuous, but with only one developer, it's a slow process.
Development is continuous, but with only one developer, it's a bit slow process.


== Links ==
== Links ==

Revision as of 11:01, 22 September 2021

BREADBOX is a retro computer simulator program.

It's also a project under development and nothing has been released yet.

Estimated to be available in Early access soon (Dec 2021?).

Objective

The aim of the project BREADBOX is to create immersive and visual user experience of retro computers in a realistic simulation.

Desired characteristics

  • Emphasize aesthetics and design of retro computers and peripherals.
  • Immersive First Person view experience, with animated objects and mechanics, visual hardware and authentic sounds.
  • A fully working computers, with fluent emulator integration.
  • Realistic simulation


Why?

To preserve computer culture of course.

We believe that preserving the authentic way of using retro computers and give people an opportunity to experience it, is a worthy project. It's also quite essential to do this while you can still find working computers and people who know how to operate them. It's much easier to create realistic simulator now, instead of 20 years from now. Different actions for computer culture preservation have already been taken, and that is just great news! But it looks like there is no simulator based solution, which emphasizes the visuals of a 8-bit computers and lets you see what you are actually using.


More reasons why the simulation might matter

  • Some equipment can be so rare or vulnerable that there is no way to get it or play with it.
  • Emulators are cool programs, but in general you don't see/experience the hardware under emulation.
  • You can own a collection of old computers, without the need of space, money or skills to fix them.
  • In museums, you can't reserve the computers to your private use.


The Project

This will be a quite massive project and in reality, it will never be fully finished.

There will always be some computer model, additional peripheral, software feature or technical detail which is not yet implemented. Hence, the project will be developed dynamically and iteratively, additional features and models will be added piece by piece.


Project status

  1. Development of Early access version <- current state
  2. Beta testing
  3. Release of Early access version
  4. Maturing product - stage 1 (some bugfix releases)
  5. Release with some additional model
  6. Maturing product - stage 2 (some bugfix releases)
  7. Transition to 'Full' release version
  8. Continual release iterations with additional models and features


Computer models included in current version

  • Commodore PET-2001-8
  • Commodore VIC-20
  • Commodore 64


State of visual look

Most relevant larger objects, like computers, disk-drives, etc, are 3D-modelled in excellent quality. Some smaller objects e.g. PET IEEE-488 cable plug is just a mockup. Missing details, mockups and other low quality models will be done in some point.

Scenes visual effects, e.g. lighting, shadows, materials, are still in early state. Some may think, that it is already very good, and yes, we are also quite happy with it. But honestly, expect a major improvements on this area, we aim for the photorealistic look!


State of emulation screen

streaming

Works just perfectly. Obviously, it will not be as fast as plain emulator, but a common user won't see any latency. Most gamers or other kind of heavy users will use a real machine or an emulator anyway. And still, you can play any game with Breabox just fine. So in our perspective, the current latency is sufficient for the simulator, but this is surely an area that will be constantly monitored and improved.

CRT shader

CRT shader is another early state version. It gives some look and feel of scanlines and pixels, but yeah, expect more later on.


State of user experience

Users interface in the simulator is basically a First Person view. User is stationary in an imaginary desk with all the necessary equipment available in front. Actions are done by point and click method. We know that there can be better ways to handle the user experience. But it's a long and laborous work even to prototype the other options. Current way is chosen because it will keep user in good control of everything and it's the easiest way to do this. We hope to prototype other methods in some point. In the mean time we keep improving the current option.


State of development

Development is continuous, but with only one developer, it's a bit slow process.

Links