Subject: Aw: Re: [stella] Starmaster disassembled From: cybergoth@xxxxxxxx Date: Tue, 7 Aug 2001 15:03:13 +0200 (CEST) |
Hi Glenn! > >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 > effective enough. Phew... that's good to hear :-) > 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. I've to check that, as it sounds interesting. I - as you were suspecting - had in mind of pseudo-doing the Z-axxis via the index to the current size. An incoming object would just *grow*, but actually it wouldn't move at all. The effect should be the same though. > >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. I haven't thought that approach too deep into detail. Maybe it can't be done as simple as I imagine it. I'll see what happens, when I'm actually doing it. > >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. That's a good point. I think it would work like you said. Hm... yould have to additionally 'track' your shots then... hm... BTW: Having the ship firing with lasers - The immediate hit or miss of an enemy within your sight - Should be damn realistic then. > 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. Yes, of course. But for Star Fire I decided to always skip reality for fast 'n' furious gameplay. Even if it'd then come down to a just wave-after-wave' presenting shooting gallery - as you call it, I'd favor that. I'll definitely go for the adrenalin rush :-) (This'd just life up more to the 'Star Fire' brand I think. IMHO it never was intended to be an accurate sim) Greetings, Manuel BTW: The last part of the 'The Final Kernel' Trilogy of Gunfight 2600 is coming soon (i.e. hopefully tomorrow) with the (kernel-)update focusing on your words: "I noticed that the missiles kick up a scanline at the other end of the screen when you shoot them, sorta like what happens in Oystron. Is this unavoidable?" :-) ----------------------------------------------------------------------- Noch nicht im Urlaub gewesen, jetzt aber los! http://www.nexgo.de/c/pub/redir.php/yo3 ----------------------------------------------------------------------- - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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