Subject: Re: [stella] New game: Ace 2600 From: KirkIsrael@xxxxxxxxxxxxx Date: 27 Oct 2003 12:41:59 -0000 |
> Kirk Israel wrote: > >Well, the thing I'm wondering about is how any of the 4 missiles > >has to be able to detect hits on any of the 4 players. Wouldn't > >you tend to miss certain events if the flickering was off? > > That depends on the size and speed of the objects. The smaller and > faster the objects are, the more problems you will have with > hardware collision detection. You might also have to come up with an intelligent flicker routine...for instance, if you always displayed player and bullets 1 + 2 on one frame then 3+4 on the alternate, 1's bullets could never hit 3 I think, and vice versa. > > > Or would you suggest using bounding rectangles and exact > > positioning or something? [snip] > A perfect detection would require to calculate and check *all* > intermediate points for both objects between two frames. But > that's usually not necessary. As long as the player doesn't notice > wrong or missed collisions everything is just fine. Hmmm...you know, if you were using exact horizontal positioning for everything...if the missile a square, once you've figured out they're in the same bounding rectangle, you could probably just do some ANDing against the player graphic for that row, and the binary digit 1 or 11 leftshifted. Might be a bit fiddley, but actually easier to do than on some systems where you're not working at such a low graphical level. -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "Evaporation is God's paper towel" --Dylan Murray ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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