Re: [stella] Starmaster disassembled
Subject: Re: [stella] Starmaster disassembled|
From: "Glenn Saunders" <cybpunks@xxxxxxxxxxx>
Date: Fri, 03 Aug 2001 10:57:56 -0700
Imagine one big 2 dimensional map looking like this:
| B |
| ____________________ |
| | | |
| | | |
| | A | |
| | | |
| |__________________| |
I believe what this is is a kind of projection map. I suppose it would be
It still doesn't take into account the distance of the enemy ships. You
can't get around having 3 axes of some sort. The scaling factor of the
ships acts as the Z somehow. SR adds to this with a "wide-angle lens"
effect that adds to the sense of perspective. Small objects appear larger
as you rotate them to the edges of the screen.
Pressing the rearview button for exmple would then be *just* moving the
pilot's point of view 1/2 of the map length up or down...
Not just up or down, what if the ship was to the left or right of the A box.
Even Elite does it like that, so I think such a reality level needs more
horsepower than a 6502 :-)
Not at all. If a Z (distance from ship) coordinate were updated for all
objects each frame, then you could have a conditional section when hardware
collision occurs that makes sure the Z matches or is within an acceptable
fudge range that prevented a ship that's just a blip from being destroyed on
the corner of the screen where your photons are supposedly just coming out
of your ship.
It's kinda the difference between making a real 3D game and a simple
shooting gallery game like the really fake 3D section of Gorf.
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/