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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
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WVL
Registered: Mar 2002 Posts: 902 |
Just wanted to mention I started on the new collision system. |
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WVL
Registered: Mar 2002 Posts: 902 |
Just finished the collision detection system :D |
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WVL
Registered: Mar 2002 Posts: 902 |
Just wanted to let it be known that I put a new prv and the new sourcecode on the web. same urls as before.
what I finished : key detection system. currently left-shift,/,runstop,space and p are read from the keyboard. Maybe I'll have to add crsr-down too.
anyway, all keys are redefinable.
also I put a 'wall' in, and you can see the ball 'bounce' off it, not quite, as I still have to add the speed calculation routines after bouncing, and some other small stuff.. I also improved accuracy quite a bit.
Yours, Werner |
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WVL
Registered: Mar 2002 Posts: 902 |
certainly not the forum with the most activity ever ;-)
Just wanted to let all you guys now I'm now working hard on reflecting the ball from walls.. Also I solved a big part, so I can speed up multiple reflections in one frame a *lot*! I hope to put out a new prv this weekend, maybe with some graphics for the first time :D
also, maybe you guys can help me with something : I'm having problems trying to get in touch with Jailbird again.. I heard he's in somekinda trouble. Anybody know something more?! or how I can reach him?! |
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WVL
Registered: Mar 2002 Posts: 902 |
oh! btw I need some help :)
anybody have a good FAST AND ACCURATE way of dividing a 24 bit integer with a 8 bit integer? I want a 24 bit result..
8bit/8bit would also be ok, as long as the result is 16 bit.. |
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Steppe
Registered: Jan 2002 Posts: 1510 |
Good work, Werner, keep it up! I'm following every single step forward and have a peek at all your previews, can't wait too see the final game! :-) |
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WVL
Registered: Mar 2002 Posts: 902 |
forget about the divide-request, I found a good way to change the calculation, I don't need it anymore.. made some advances in adding ballspin also... hopefully I can get the complete ball-reflection thing going this week, after which I'll add the spin-code to the source..
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CreaMD
Registered: Dec 2001 Posts: 3057 |
I've downloaded the latest preview but probly I'm too "slow" to understand how to interact with it. I only saw the ball rolling and none of the keys worked for me. Anyway keep writing progress updates here, it's interesting read.
roman
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WVL
Registered: Mar 2002 Posts: 902 |
the keys are only read from the keyboard. You can see in the upper right corner if they are read or not. Just a tech-example ;-) Maybe there'll be a version with graphical clipping & bouncing this weekend.. right now the only way to interact with it is to use the joystick, can't remember what port... if you press fire, you can move to ball to any new position (I use this myself to debug the thing ;-)) |
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WVL
Registered: Mar 2002 Posts: 902 |
Removed a couple of MAJOR bugs from the sourcecode this week :) I mean _MAJOR_.. I couldn't believe it when I found them.. (ofcourse they were only stupid mistakes.. but alas..) This week I'll probably try to speed up the code a bit, already thought of a couple of ways. The wall-bouncing code is now about 90% ready, and is starting to look really good!!
Also a request : if someone has information about what happened to Jailbird, please let me know! |
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