Re: [stella] JoustPong: maybe ditch "poorlords" wall

Subject: Re: [stella] JoustPong: maybe ditch "poorlords" wall
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Mon, 12 Jan 2004 08:56:06 +0100
KirkIsrael  wrote:
> Well, like I said, it is a very "natural" physics model:
> each player has a vertical speed. GRavity adds to the speed
> at a constant rate, the speed is added to the vertical position
> at a constant rate, a flap subtracts a certain amount from the 
> vertical speed.

Ok, then I suppose the granularity of each flap is the problem. 

How often can you flap each frame and how much stronger than 
gravity is a flap? 

And how to you check if a flap is allowed? Are you using the general
frame counter or a separate flap counter for this?

> Part of the problem might be early on I had to go to a 2 line kernal,
> which reduces the smoothness. Though maybe I could calculate position
> as if it were a 1 line kernal, and then just divide by 2....I mean 
> that is the issue, akin to the "fractional speed" the list was mentioning
> before...for simplicity I use 'natural' values like clock counts and 
> pixels rather than keeping track of smaller values

While I'd prefer as much smoothness as possible, I don't think this
is the problem here. And by using VDELPx you can get single line 
precision in a 2LK too.


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