Re: [stella] Interlacing Game

Subject: Re: [stella] Interlacing Game
From: Billy Eno <ceno@xxxxxxxxxxxxx>
Date: Tue, 20 Aug 2002 07:59:04 -0500
Yes, I had it drawing at 30fps, but it was moving way too slow in the vertical direction, so I just let it update once per field. I wanted to show the nice, smooth movement. But in the real game, of course I would probably just give up the smooth motion and just be happy with the higher resolution sprite.


Glenn Saunders wrote:

That's the problem. If you move at certain speeds you will get a comb effect because of the interlace. If you update the animation only 30 frames a second rather than 60 you'll be able to eliminate this since each frame the object will be stationary and thus completely draw itself across both fields, but perhaps at the cost of somewhat jerkier animation should the object need to move quickly.

I can see a potential for interlace in a game that requires very precise and subtle movements, like a Lunar Lander sort of game or a game where the you have to "thread the needle" just right.

At 11:17 PM 8/19/2002 -0500, you wrote:

Here is the beginning of a game that features interlacing. The spaceship can move in all directions. You can see the smooth moving up and down on each interlaced scan line, though right now, the graphic gets "torn" because of the way I am drawing it.

I am planning on some sort of tunnel game with enemies, I think. Hard to say if it will end up being a little demo game, or a full-blown game. No title yet.

I will post source after I am a little further along.

Billy <cid:part1.04010006.04040506@xxxxxxxxxxxxx>


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