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Messages - Ranman
Pages: 1 ... 68 69 [70] 71 72 ... 92
1036
« on: January 20, 2006, 01:14:00 pm »
QuoteBegin-Radical Pi+20 January 2006, 18:4--> QUOTE (Radical Pi @ 20 January 2006, 18:40) | ...Only 345 more days we would have to wait at maximum... |
:laugh: They are really dragging this out -- err... keeping us in suspense
1037
« on: January 19, 2006, 07:23:00 pm »
QuoteBegin-Tyler+20 January 2006, 0:52--> QUOTE (Tyler @ 20 January 2006, 0:52) | Would you be able to PM me a code example? Maybe I could do this before I continue on. |
I could look into that... I would continue with your current method for now. What I propose would definitely be a speed hit. However, on the positive side, it would be a BIG memory savings. The big question is will the speed hit be noticeable? I'm not sure. Here are some questions:
- What do you think will be your maximum number of sprites onscreen? - What are you sprite dimensions? 16x16? 32x32? - Does your current sprite dimension take into account a 45 degree rotation -- specifically do the rotated "set" bits lie completely within the final sprite dimensions? If you are using common sprite sizes, the maximum dimension to rotate within a 16x16 sprite would be 10x10, and for 32x32 would be 22x22.
1038
« on: January 19, 2006, 06:48:00 pm »
QuoteBegin-Tyler+20 January 2006, 0:36--> QUOTE (Tyler @ 20 January 2006, 0:36) | That is a good idea except that it would slow the game down too much rotating them in game |
Not necessarily... Look up tables can be quite fast. With a lookup table, there is no trigonometry or floating points to mess with.
QuoteBegin
--> QUOTE | and I dont want a data file with 20 rotations of each sprite. So it is best just to do it this way :-) |
You would not need 20 rotations of each sprite... only 1 original sprite. But, you will need 10 lookup tables to rotate each sprite in the positive direction, then a mirror function to get the negative direction. There are other fancier methods too.
1039
« on: January 19, 2006, 06:38:00 pm »
QuoteBegin-spengo+20 January 2006, 0:35 --> QUOTE (spengo @ 20 January 2006, 0:35) | You can't pwn them with shotguns?
...or maybe have your spirit come out of your body in death god form and pwn them with a giant soul-slaying sword? Or maybe use some alchemy and create random large weapons to weild with your full metal body. Or maybe pwn it in an airplane while cool saxaphone solos play in the background? >D |
Sorry Spengo... No weapons or magic can harm them. THE POST
1040
« on: January 19, 2006, 06:34:00 pm »
QuoteBegin-Tyler+18 January 2006, 18:25--> QUOTE (Tyler @ 18 January 2006, 18:25) | QUOTE | Are you going to rotate dynamically, or just once at startup? |
At startup of course B) |
If you have a finite amount of directions to rotate -- I believe you stated 20 -- then you could create a lookup table to assist with fast dynamic rotating. It might be worth a try... you could save 70Kb of RAM.
1041
« on: January 19, 2006, 06:24:00 pm »
QuoteBegin-spengo+20 January 2006, 0:03 --> QUOTE (spengo @ 20 January 2006, 0:03) | Almost straight from tolkein, eh? Cool. |
Yes. They are very similar in some ways... especially their appearance. They travel via the ethereal plane. They can "pop in and out" when you least expect it. They can shoot bolts of lightening from their fingertips.
If you ever see one -- and you most definitely will -- your best bet is to run! THE POST
1042
« on: January 19, 2006, 05:51:00 pm »
What do ya'll think of my new avatar? I Gimped around with the original Ultima V box art to create this bad boy. Those three dark creatures are the Shadowlords. They are invincible in combat. But, you must find away to kill them... tis thy destiny! :ph43r: THE POST
1043
« on: January 18, 2006, 03:42:00 am »
QuoteBegin-Tyler+18 January 2006, 9:2--> QUOTE (Tyler @ 18 January 2006, 9:20) | Yes, I am going to allocate a ton of space for the ships than I am going to use joeyadam's rotation functions from ExtGraph 2.00 Beta 5 to rotate them. This means with all these ships I will need a loading bar. Oh well, it should not load at startup any longer than 4 seconds at the beginning B)
Now the trick is to try to speed up the rotation process :dang: |
Are you going to rotate dynamically, or just once at startup?
1044
« on: January 17, 2006, 07:33:00 pm »
Awesome looking sprites... You just missed a Pixel Art contest featuring spaceships. The game sounds good so far. Are you planning on rotating the sprites to support the 20 directions? If so, are you going to rotate them at runtime? Or, are you going to draw all rotated sprites beforehand? Keep us up to date as details emerge!
1045
« on: January 17, 2006, 03:17:00 pm »
QuoteBegin-Liazon+17 January 2006, 9:47--> QUOTE (Liazon @ 17 January 2006, 9:47) | Can I allocate 2 buffer planes and have the Extgraph GS functions write to those first, and then use memcpy to put them onto their respective light and dark planes?
1046
« on: January 15, 2006, 03:16:00 pm »
QuoteBegin-arti+14 January 2006, 18:26--> QUOTE (arti @ 14 January 2006, 18:26) | Looks very nice Spengo! Just a small idea, what if you had some cars come from the bottom? Never mind, those would probably be the police cars ^^ |
This is sweeeet lookin!!! Hmmm... I like the police car idea; maybe at higher levels.
1047
« on: January 15, 2006, 10:31:00 am »
Alright... Everything is back on track again. It is nice to have archives of every mileststone reached. On average, about once every 2 weeks, I zip up all of my work and store it in a archive folder. So, if I screw something up very badly, I can always go back to a previous version. Please stop me if I say that I am going to mess with the tile map engine again. THE POST
1048
« on: January 15, 2006, 08:58:00 am »
Just a reminder to everyone out there... The new season 5 of '24' starts tonight on FOX. I love this show. :woot:
1049
« on: January 14, 2006, 05:29:00 pm »
QuoteBegin-calcul831415+14 January 2006, 23:13 --> QUOTE (calcul831415 @ 14 January 2006, 23:13) | My friend from compsci once told me that the focus of modern computer science is to cut down production time. |
True... but if you already know some of the tricks, then it is easy to code them in the beginning.
QuoteBegin
--> QUOTE | He argued that many good compilers already compile the best they can. |
True, most compilers are pretty good at optimizing today. But, if you tell it to loop thru a portion of code a million times, its still going to do it a million times. Now, what if you really did not need that loop in the first place... The compiler will not know that.
QuoteBegin
--> QUOTE | Well, I just hope I'm still allowed to put my calc programming stuff on the new computer. |
I hope you can too!
QuoteBegin-calcul831415+14 January 2006, 23:13
--> QUOTE (calcul831415 @ 14 January 2006, 23:13) | I argued that there is a physical limit to how much RAM you'll have (probably won't reach in my life time) and that you should do all the optimizing yourself.
1050
« on: January 14, 2006, 05:16:00 pm »
QuoteBegin-dragon__lance+14 January 2006, 22:52--> QUOTE (dragon__lance @ 14 January 2006, 22:52) | @ranman:when u have some freetime away from Ultima, do u think that u can try to explain to us noobs how SDCC works and the specifics of the z80 processor, (it did mention registers, but that's about all), like buffers,etc...thanks a bunch if you could >D |
I will sure give it a shot. I'll take a more in-depth look at SDCC and get back with you.
I actually have a Z80 instruction manual lying around here somewhere. Maybe it is time for me to take a look at that too.
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