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Forum: Coders. Asm / Hardware 24 January 2019, 11:37
Replies: 40
Views: 2,042
Posted By zero
Ah, that was my fault. I meant 2x2. I was...

Ah, that was my fault. I meant 2x2. I was thinking 4 tests and it got mistranslated between by brain and the keyboard :-)
Forum: Coders. Asm / Hardware 23 January 2019, 19:32
Replies: 40
Views: 2,042
Posted By zero
One way of managing it is to change from "I have...

One way of managing it is to change from "I have to do this many collision tests each time" to "this is how many collision tests I can do per frame".

So you might have a loop that does collision...
Forum: Coders. Asm / Hardware 23 January 2019, 19:28
Replies: 40
Views: 2,042
Posted By zero
I think you misunderstand me here. I don't know...

I think you misunderstand me here. I don't know where you get 16 reads from.

What I mean is that the bullet graphic doesn't have to match the hit box, just like the player one doesn't. Having a...
Forum: Coders. Asm / Hardware 23 January 2019, 16:59
Replies: 40
Views: 2,042
Posted By zero
You don't need to do 4 writes. Just ignore the...

You don't need to do 4 writes. Just ignore the alignment issues, make the player shots a 4x4 grid if necessary. It actually helps to make the player shots large and fast here.

The tests aren't...
Forum: Coders. Asm / Hardware 23 January 2019, 14:55
Replies: 40
Views: 2,042
Posted By zero
The tile method massively reduces the number of...

The tile method massively reduces the number of tests though.

For example, say you fill tiles with an index number for each enemy. Now rather than testing every player bullet against every enemy,...
Forum: Coders. Asm / Hardware 23 January 2019, 14:46
Replies: 40
Views: 2,042
Posted By zero
Don't you calculate a lot of that stuff for the...

Don't you calculate a lot of that stuff for the blitter anyway?

Another option might be to add an extra hidden bitplane that just has a collision map. It doesn't get displayed so doesn't eat up...
Forum: Coders. Asm / Hardware 22 January 2019, 19:29
Replies: 40
Views: 2,042
Posted By zero
Do you need a linked list? Why not just build a...

Do you need a linked list? Why not just build a linear list every frame as you go through rendering objects?

Actually it might be faster to avoid the list entirely. If your collision map is only...
Forum: Coders. Asm / Hardware 22 January 2019, 17:19
Replies: 40
Views: 2,042
Posted By zero
You might be able to do player shots every other...

You might be able to do player shots every other frame too, depending on their size and speed and how much accuracy you want.

Say your shot is 8 pixels wide and moves 8 pixels per frame. You can...
Forum: Coders. Asm / Hardware 22 January 2019, 14:31
Replies: 40
Views: 2,042
Posted By zero
What is your screen setup? Are you using sprites...

What is your screen setup? Are you using sprites for the background, or dual playfield?

Another trick you can use is to only do collision detection every other frame, or on half the objects each...
Forum: Coders. Asm / Hardware 21 January 2019, 11:21
Replies: 40
Views: 2,042
Posted By zero
Can you describe the game a little? For example,...

Can you describe the game a little? For example, do the bullets travel in 8 directions or are they just going vertically/horizontally?

One trick is to use dual playfield mode, draw the shots on...
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