| |
WVL
Registered: Mar 2002 Posts: 898 |
Pinball Dreams discussion forum
Hey guys/girls,
instead of updating my homepage all the time, I though I could open a new thread here instead. This will also allow other ppl to comment on the development.
okay, so whassup at the moment?
Well, Last month I completely restarted from scratch on the code. Why? Well, first I wanted to concentrate more on getting the game to run in less memory, also I wanted to focus more on accurate simulation of the ball and some small other things...
What I have done till now :
1 - spawned the ball ;-)
2 - added gravity to the surroundings, the gravity data is now RLE encoded, so it doesn't take up much memory anymore. Used to eat 20 blocks of memory, now I think a map would use 3-4 blocks..
3 - I changed the gravity routine to use polar-based vectors instead of cartesean, much more accurate!
4 - added a debug mode to the movement routines, you're able to pick up the ball with the firebutton and move it around. Let go of the button and you drop it on the table again.
5 - Worked on an accurate (within 1 'bradian' degree) direction calculation routine. This routine will be used for both friction calculations and calculating new directions after collisions. So it needs to be
6 - added a (simple) friction routine.
7 - I put a small preview on the web ;-)
get it at http://www.interstyles.nl/pinball.rar
okay, what am I up to now?
1 - increase the speed accuracy to 24 bit, I need this because the friction only affects speed in the last 3 bits or so, so it's not accurate at all..
2 - add spin to the ball, so it is allowed to roll.. (also gives effect to the ball like top-spin and such)
3 - dunno yet, I'll see what is the next logical step after that.. probably the new method of collision detection, dunno..
I'm thinking of putting the sourcecode online as ascii file, so everyone can check it out...
Suggestions? Questions? other stuff?
greets, Werner
|
|
... 163 posts hidden. Click here to view all posts.... |
| |
Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Funny watching the ball speeding up all time when it misses the bar in the middle but leaves the screen and returns on the other side (:
All in all very nice (especially with the right music in the background) |
| |
WVL
Registered: Mar 2002 Posts: 898 |
Ball leaving the screen?!! this should definately not happen :) how/what do you mean exactly? I never saw this? |
| |
Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Try to move the ball to the upper or lower border and let it roll.
I'll try it again soon and tell you what exactly i meant (: |
| |
WVL
Registered: Mar 2002 Posts: 898 |
OK, so you moved it _yourself_ in the upper or lower border! :) phew... right now there's only gravity data defined for the first 25 chars of the table, so if you move it too low/high it reads crappy data :) in the real pinball-table, it would be impossible to move the ball outside the normal screen ofcourse :) (thanks to walls :)
did you try putting the ball _in_ the wall? :) it behaves nicely, ie it doesn't move at all. |
| |
Hate Bush
Registered: Jul 2002 Posts: 462 |
WVL: Jailbird was hospitalized about 10 days ago. After spending three days in the hospital he felt better, yet still (to quote his girlfriend) "is in a very bad shape". I have no idea what exactly happened to him, guess you'll have to wait for him to recover. |
| |
WVL
Registered: Mar 2002 Posts: 898 |
I just hope he's ok. If you can send a message to him : here's a get-well-soon from me! |
| |
bugjam
Registered: Apr 2003 Posts: 2581 |
Just wanted to wish you Good Luck for your project! I am really looking forward to playing a cool flipper on the C64!
Greetings & a good New Year 2004,
Bugjam |
| |
Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Any progresswithin the pd-project?Can we expect toseesomething new soon? |
| |
Oxbow
Registered: Dec 2001 Posts: 51 |
W, played pd on my snes emulator on the xbox.. Guess we can beat that version easily ;l.. Also, what about a PD combo at x2004!! |
| |
WVL
Registered: Mar 2002 Posts: 898 |
you mean a compo? :)) hmmm, well maybe ;D!!
anyway, still working on it slowly, tracking some more bugs in the collision detection... it's so compact written that it's kinda hard to follow what's going on exactly.
that's why I made a collision history some time ago, which remembers the positions, speeds, wallangles, etc for the last 1024 collisions, so I can track which ones are wrong... SIGH
|
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ... | 18 - Next |