Subject: Re: [stella] JoustPong: maybe ditch "poorlords" wall From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Mon, 12 Jan 2004 08:56:06 +0100 |
KirkIsrael wrote: > Well, like I said, it is a very "natural" physics model: > each player has a vertical speed. GRavity adds to the speed > at a constant rate, the speed is added to the vertical position > at a constant rate, a flap subtracts a certain amount from the > vertical speed. Ok, then I suppose the granularity of each flap is the problem. How often can you flap each frame and how much stronger than gravity is a flap? And how to you check if a flap is allowed? Are you using the general frame counter or a separate flap counter for this? > Part of the problem might be early on I had to go to a 2 line kernal, > which reduces the smoothness. Though maybe I could calculate position > as if it were a 1 line kernal, and then just divide by 2....I mean > that is the issue, akin to the "fractional speed" the list was mentioning > before...for simplicity I use 'natural' values like clock counts and > pixels rather than keeping track of smaller values While I'd prefer as much smoothness as possible, I don't think this is the problem here. And by using VDELPx you can get single line precision in a 2LK too. Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ Nachrichten, Musik und Spiele schnell und einfach per Quickstart im WEB.DE Screensaver - Gratis downloaden: http://screensaver.web.de/?mc=021110 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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