I never quite finished it.
I was doing exact collision detection (so I could determine exactly what
part of the ship was hit) and it ran without too much trouble, until the two
ships collided. It would then do collision checks on every segment of ship 1
against every segment of ship 2 and it would slow everything down real slow.
I tried reducing the number of checks it was doing, but I was losing the
resolution of collision detection I wanted.
Clay had talked about using an external math co-processor that could do
number crunching, but we never got anywhere with that project.
So that's the current state of my Space Wars. (working and almost complete,
but problems during ship to ship collisions)
Speaking of new games, I remember a while back we were talking about
building a vector generator card for a PC that would drive an xy monitor.
If somebody could get a system like that running, then we could write games
in C and I could crank one out in no time at all.
-jeff
-----Original Message-----
From: Kev [mailto:mowerman@erols.com]
Sent: Tuesday, October 10, 2000 10:20 AM
To: vectorlist@synthcom.com
Subject: Re: VECTOR: Stupid Battlezone tricks...
>
> Yeah, but it will still let you play it afterwards. When (I forget
> who) released their code to play Space Wars on Space Duel hardware, I just
Was this ever finished & released?
You know the comment about a troubleshooting ROM is probably the thing would
should concentrate on rather than all of these fantasy improvement
scenarios. We might actually be able to repair & play the actual games
instead of dreaming up improvements.....
nah...
Kev
mowerman@erols.com
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Received on Tue Oct 10 18:10:24 2000
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