Subject: Re: [stella] Angular movement From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Wed, 14 Jan 2004 08:02:56 +0100 |
Hi there! >> E.g. the ball speed should be 3 pixel/frame, for an >> angle of 30° you get a speed of 1.5/2.6 (x/y) >> pixels/frame. Converted into fractional values you >> get 1/128 and 2/153. > This is what you mean by a sine wave? I already have > these two tables but while I can get an accurate angle > of movement, the speed is not consistent from angle to > angle. It should be just sin(30°)*3*256 and cos(30°)*3*256 which is: 384 and 665 If you convert these into 16 bit binary numbers you get: 00000001:10000000 and 00000010:10011001 which is 1/128 and 2/153 like Thomas said. If you have an algorithm for calculating the tables, then you get from: 384 and 665 to: 1/128 and 2/153 by dividing through 256 for the higher byte and using the rest from that division for the lower byte. To test your generator, just try this 30° example. Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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