Re: particle cannons (was Re: [stella] More flicker, please)

Subject: Re: particle cannons (was Re: [stella] More flicker, please)
From: Chris Wilkson <ecwilkso@xxxxxxx>
Date: Mon, 7 Oct 2002 17:42:10 -0400 (EDT)
Hi Manuel,

I finally got enough of the lab rebuilt to view this on z26.
Very impressive, even without collision detection!!!

I like your solution a lot.  Alternating the cannons looks cool,
gives you more cycles, and is logical from a physics point of view too!
Now I can't wait to see the explosions and hear things flying by!

I can see why on the fly computation is tough, even outside the kernel.
How tight is the kernel now?  :)


On Mon, 7 Oct 2002, Manuel Polik wrote:

> The shots are not closing in on the target, but hitting
> the center.
> I spent some time thinking about shifting the PF values,
> then I found even a better solution.
> I could draw one big "X" in the ROM, and just mask the
> lines that are invisible on the particular frame.
> This'd reduce the data somewhat, but I'd still need 16
> tables with the mask data. It'd shrink the data by 40%+
> though.
> The problem with pure shifting is the crosshair, I
> didn't find a general rule to compute the whole PF
> appearance in a reasonable # of cycles on the fly.
> Greetings,
> 	Manuel
> ----------------------------------------------------------------------------------------------
> Archives (includes files) at
> Unsub & more at

Archives (includes files) at
Unsub & more at

Current Thread