Subject: RE: [stella] Gunfight 2600: Not mergeable with Colbert wizardry... From: "Bob Colbert" <rcolbert1@xxxxxxxx> Date: Sat, 17 Mar 2001 07:16:46 -0600 |
The screen gets drawn every frame, and the objects get moved every frame, but some of the logic doesn't get called every frame. My example of the joystick was one of them. I even had my collision detection routines running every 3rd frame, and I defy you to see any collision detection glitches in the game! Bob -----Original Message----- From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On Behalf Of Chris Wilkson Sent: Friday, March 16, 2001 10:56 PM To: stella@xxxxxxxxxxx Subject: Re: [stella] Gunfight 2600: Not mergeable with Colbert wizardry... In message <200103170213.f2H2DTb15867@xxxxxxxxxxxxxxxxxxxxxxx>, Rob writes: >At 11:39 AM 3/16/01 -0600, Bob Colbert wrote: >>You can double or triple your overscan cycles by dividing your code among >>frames. I did it with my code across 3 frames. I found that even reading >>the joystick every 3 frames was still very responsive! > >I've heard that humans can't detect delays less than 70ms, and 3 frames >would be 100ms, so as long as you're not writing Quake 3 Arena 2600 you're >probably fine ;) Most people will react to a single frame glitch as "what? what was that???" 3 frames is a a *long* delay, visually speaking... people who are accustomed to watching video, will be able to conciously read things that are there for only a single frame. -Chris - 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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