Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > Pinball Dreams discussion forum
2003-02-13 19:16
WVL

Registered: Mar 2002
Posts: 902
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
 
... 170 posts hidden. Click here to view all posts....
 
2019-03-13 00:11
chatGPZ

Registered: Dec 2001
Posts: 11386
The boring part isnt fun to code? Don't you say :)
2019-03-13 09:26
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: The boring part isnt fun to code? Don't you say :)

Well. There are various levels of hell. Coding game logic is boring. Coming up with it and make it balanced and fun is even more boring, hence I'd rather port it without thinking.
2019-03-13 14:30
Digger

Registered: Mar 2005
Posts: 437
Let "AI" play the original and synthesise the rules. Easy.
Previous - 1 | ... | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Doc Snyder/ONS
Steffan/BOOM!
New Design/Excess
Magic/Nah-Kolor
slimeysmine
ΛΛdZ
Gildan Jondal/Suicyc..
iAN CooG/HVSC
wil
Martinland
Guests online: 140
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 Layers  (9.6)
2 No Listen  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Crackers
1 Mr. Z  (9.9)
2 Antitrack  (9.8)
3 OTD  (9.8)
4 Fungus  (9.8)
5 S!R  (9.8)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.048 sec.