Subject: Re: particle cannons (was Re: [stella] More flicker, please) From: Chris Wilkson <ecwilkso@xxxxxxx> Date: Mon, 7 Oct 2002 17:42:10 -0400 (EDT) |
Hi Manuel, I finally got enough of the lab rebuilt to view this on z26. Very impressive, even without collision detection!!! I like your solution a lot. Alternating the cannons looks cool, gives you more cycles, and is logical from a physics point of view too! Now I can't wait to see the explosions and hear things flying by! I can see why on the fly computation is tough, even outside the kernel. How tight is the kernel now? :) -Chris On Mon, 7 Oct 2002, Manuel Polik wrote: > The shots are not closing in on the target, but hitting > the center. > > I spent some time thinking about shifting the PF values, > then I found even a better solution. > > I could draw one big "X" in the ROM, and just mask the > lines that are invisible on the particular frame. > > This'd reduce the data somewhat, but I'd still need 16 > tables with the mask data. It'd shrink the data by 40%+ > though. > > The problem with pure shifting is the crosshair, I > didn't find a general rule to compute the whole PF > appearance in a reasonable # of cycles on the fly. > > Greetings, > Manuel > > ---------------------------------------------------------------------------------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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