Re: [stella] Real 3D Space Calculations

Subject: Re: [stella] Real 3D Space Calculations
From: Chris Wilkson <ecwilkso@xxxxxxx>
Date: Mon, 27 Aug 2001 15:52:04 -0400 (EDT)
Yep...I mentioned the necessary trig lookup tables.  No matter what you
do, there's gonna be some kind of tradeoff.  If only they had used the
6809 in the VCS!

:P

-Chris

On Mon, 27 Aug 2001, Ronald Gershwin wrote:

> That solution would work good if you just wanted to
> rotate.  Converting the polar coordinates to 2-d
> coordintes would be a snap too, because you could just
> say 'ok, left side of the screen corresponds to -45
> degrees horizontal, middle is 0, and right is +45
> degrees' or whatever (Might cause a little distortion
> around the edges, but should be ok).  But it's kind of
> like robbing Peter to pay Paul, because then you'd
> have to do a lot of trigonometry to do any linear
> *movement* in the 3-d world...
>
> Ben L.
> aka Ronald Gershwin :)
>
> --- Chris Wilkson <ecwilkso@xxxxxxx> wrote:
> > I'm surprised that no one has mention spherical
> > coordinates yet.
> >
> > For those who don't know, these consist of 2 angles
> > (theta and phi)
> > and a radius (r).  They are all referenced to the
> > center of the sphere.
> > One way to implement it is to have theta and phi
> > range from 0 to 180
> > degrees (or -90 to +90) and have r range from -x to
> > +x, where x is the
> > maximum distance.
> >
> > An example:  Moving your head.  If you spin your
> > head left to right,
> > theta measures the angle from the center.  Looking
> > straight ahead is
> > zero.  If you nod your head up and down, phi
> > measures that angle.
> > Again, looking straight ahead is zero.  This gives
> > you vision of the
> > hemisphere in front of you.  Going on with the
> > example...r measures
> > the distance from the center of your head.  Positive
> > r is in front of
> > you, negative r is behind you.
> >
> > Now, when your ship rotates, all you have to do is
> > add angles...not
> > multiply.  Of course at some point, you need to
> > convert to screen
> > coordinates, but this can be done using sine and
> > cosine lookup tables....
> >
> > -Chris
> >
> > On Fri, 24 Aug 2001, Glenn Saunders wrote:
> >
> > > <<
> > > Even this would be hard, though.  For one, it
> > involves
> > > multiplication and division of non-power-of-2
> > numbers,
> > > and values that won't fit in 8 bits...and that's
> > just
> > > the beginning...
> > > >>
> > >
> > > Really the best approach is to disassemble Star
> > Raiders for the 400/800.
> > > It's only 8K.  SR has more accurate pseudo-3D
> > coordinate system than any
> > > 8-bit space sim I know of outside of Elite, and
> > Elite (as I remember it on
> > > the Apple II at least) had a really sluggish
> > framerate so I don't think that
> > > would be a good game to copy.
> > >
> > > You could also look at the disassembly of Solaris.
> >  Even though it's behind
> > > the ship perspective, it's still kinda 3D with the
> > radar and all.
> > >
> > >
> > >
> > >
> >
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