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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
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Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Any progresswithin the pd-project?Can we expect toseesomething new soon? |
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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!! |
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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
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Oxbow
Registered: Dec 2001 Posts: 51 |
aehhhh.. compo it is!
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WVL
Registered: Mar 2002 Posts: 898 |
btw, I thought we'd keep x2004 a secret for a while, but now it's too late ;) |
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WVL
Registered: Mar 2002 Posts: 898 |
coming back on the errors in the collision routines : it's definately in the angle-calculation bit, not in the calculation from the new speeds from the old angle and old speeds or the calc of the new angle. |
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WVL
Registered: Mar 2002 Posts: 898 |
and nailed it... one more bug down the drain :) |
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Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Nice (:
Guess it"s hard to keep x2004 a secret when it"s allready on the c64.sk partyscope.
I really look forward to that party as the last x-party was the first (and best (: ) party i have ever been.. |
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WVL
Registered: Mar 2002 Posts: 898 |
erh.. how did that get there? Guess I'll have to spank someone (who first? Niels or Oxbow? bend over please!) |
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drake Account closed
Registered: Dec 2002 Posts: 207 |
hard to believe there will be a new issue of xparty again. i hope the entry fee will not be too high like past years. don't wanna spend 50 euro or something for free beer and chats with the 'elite' |
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