I was the one working on that project (and the RATbox and a bunch of other
things)
It's been several years since I've done anything with space wars. I got math
functions working, but they take a long time to execute. It's not noticable
until the 2 ships get close to each other, then I'm checking every ship
segment of one ship against every segment of the other ship (to determine
which quadrant was hit) and it slows the game way down.
Here is the latest version of my game
http://www.geocities.com/jeffhendrix67/vector/Spacduel.zip
-jeff
> -----Original Message-----
> From: Christopher X. Candreva [mailto:chris@westnet.com]
> Sent: Monday, March 31, 2003 7:00 PM
> To: vectorlist@synthcom.com
> Subject: VECTOR: Math on small processors
>
>
>
> A while back, when someone was working on Space War for Space
> Duel hardware
> (and how IS that project ?) the discussion came up of
> implementing some math
> functions on the older CPUs. I believe this was for collision
> detection, so
> I think what was sought was a good square root algorithm.
>
> If someone is still working in this, you should pick up the book "Math
> Toolkit for Real-Time Programming" by Jack Crenshaw. He
> dedicates about 40
> pages to various square root algorithms, including one that
> uses only shifts
> and subtraction. Another whole 30 page chapter is about sines.
>
> Real-time systems include programming for small
> microcontrollers, so these
> algorithms are targeted to machines without fast multiply/divide
> instructions.
>
> If you like math, it's a very interesting book on it's own.
> The square root
> method he uses was inspired from a method used on Friden
> electromechanical
> calculators at NASA (where he worked).
>
>
> ==========================================================
> Chris Candreva -- chris@westnet.com -- (914) 967-7816
> WestNet Internet Services of Westchester
> http://www.westnet.com/
> --------------------------------------------------------------
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Received on Tue Apr 1 08:24:13 2003
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