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Codey
Registered: Oct 2005 Posts: 79 |
sprite/character collision effects
i don't recall too many demos taking advantage of sprite / character collision detection unless it was some type of game. i do recall a wanderer demo and a beastie boys intro that i believed used it. any other examples where this was used creatively? |
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Conrad
Registered: Nov 2006 Posts: 849 |
Good question. I do remember somebody mentioning on a stable-raster thread, that 8 sprites are put together horizontally, each colliding by 8 pixels. Then the sprite collision register was used to read its state after a cycle updates it, from that point the value is used in some way to make the appropriate number of nop delays for stabling the cycle counter... I still don't know if this was actually put in practise or not, but that's what he said aparently... and even if it is not really a demo effect, it would be still used FOR demo effects. |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
I've seen it used in a few demos from 1986:
Worldwide Letter/Ace Crackings
Galway Selector/TCC
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HCL
Registered: Feb 2003 Posts: 728 |
Mother Mooh
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Ben Account closed
Registered: Feb 2003 Posts: 163 |
The scroll-effect in Mother Mooh reminds me of the one in Wet Dreams |
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WVL
Registered: Mar 2002 Posts: 902 |
Damn! that's one cool scroller :D
Anyway, I dont like the use of hardware collisions, because basically you're always too late, because the collision already occured.. blergh! :D |
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Mace
Registered: May 2002 Posts: 1799 |
Sign o' Times to name another one.
Don't know if it was done with collision detection, but the idea is the same :) |