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Search: Posts Made By: roondar
Forum: Coders. Asm / Hardware 20 August 2019, 23:25
Replies: 99
Views: 9,133
Posted By roondar
Well, I've not actually done any tests here but...

Well, I've not actually done any tests here but the one remaining 'out there' idea I have would be to process objects in groups that act as one bigger object - until the grouped entity hits anything...
Forum: Coders. Asm / Hardware 17 August 2019, 16:42
Replies: 99
Views: 9,133
Posted By roondar
To each their own, I actually liked Speedball I...

To each their own, I actually liked Speedball I as well and found Gods a decent, if not spectacular game.


I'd say DMA design was also pretty good, as were quite a few others really. But I'm not...
Forum: Coders. Asm / Hardware 17 August 2019, 12:09
Replies: 99
Views: 9,133
Posted By roondar
The above statement is silly. There was and is...

The above statement is silly. There was and is tons of genuine skill in Europe. Some of the best games ever made came from Europe.

The notion that European games that were good were only an...
Forum: Coders. Asm / Hardware 15 August 2019, 23:30
Replies: 99
Views: 9,133
Posted By roondar
This is really off-topic. Perhaps we should...

This is really off-topic. Perhaps we should consider discussing this elsewhere :great
You're missing my point - it's not about comparing games genre by genre. It's about games as a whole. I've had...
Forum: Coders. Asm / Hardware 15 August 2019, 20:51
Replies: 99
Views: 9,133
Posted By roondar
There's actually Amiga games without flickering...

There's actually Amiga games without flickering that are as good as some of the best NES games :D


I concur, Bullet Hell can be quite innovative. That said, I think there's room for both. A good...
Forum: Coders. Asm / Hardware 14 August 2019, 16:34
Replies: 99
Views: 9,133
Posted By roondar
Right. Problem being this is really rather hard...

Right. Problem being this is really rather hard to keep up. Most of the time, you either have more memory accesses than other instructions or the other way around and thus, the benefits from this...
Forum: Coders. Asm / Hardware 14 August 2019, 11:46
Replies: 99
Views: 9,133
Posted By roondar
If you're referring to the 68020 concurrency...

If you're referring to the 68020 concurrency features, they're relatively limited in capabilities. It's true that stuff in the cache can execute while the bus is busy, but only up until the result of...
Forum: Coders. Asm / Hardware 13 August 2019, 11:36
Replies: 99
Views: 9,133
Posted By roondar
Note: my post may have come across as if I was...

Note: my post may have come across as if I was saying the grid system was as expensive as the bounding box system. This was not the intention. It is most likely faster in all but extremely unlikely...
Forum: Coders. Asm / Hardware 12 August 2019, 18:27
Replies: 99
Views: 9,133
Posted By roondar
This is a flawed comparison. In order for...

This is a flawed comparison.

In order for the grid system to work, every object needs to know where in the grid it is. Setting aside the obvious problem of objects potentially falling into...
Forum: Coders. Asm / Hardware 11 August 2019, 15:31
Replies: 99
Views: 9,133
Posted By roondar
In case it makes you feel better, SWIV does not...

In case it makes you feel better, SWIV does not run at 50FPS. It runs at 25FPS and sometimes slows down to 17FPS.

As for collisions, the easiest optimisations are to check the player using...
Forum: Coders. Asm / Hardware 23 January 2019, 23:45
Replies: 99
Views: 9,133
Posted By roondar
It’s certainly possible I misunderstood. I got...

It’s certainly possible I misunderstood. I got the 16 reads from your statement that you could make the player bullets a 4x4 grid.


I agree this can help, but only to a point. If the hit box...
Forum: Coders. Asm / Hardware 23 January 2019, 17:06
Replies: 99
Views: 9,133
Posted By roondar
Making the player bullets bigger to compensate...

Making the player bullets bigger to compensate simply moves the problem one step. Instead of 4 writes and 4 reads you're suggesting 1 write and 16 reads. Surely you can see why this is not optimal? ...
Forum: Coders. Asm / Hardware 23 January 2019, 14:35
Replies: 99
Views: 9,133
Posted By roondar
I agree my example can be optimised a bit, but...

I agree my example can be optimised a bit, but it's not that relevant (nor always easy - you might need those registers you wish to use elsewhere and a power of two grid limits you in other ways even...
Forum: Coders. Asm / Hardware 23 January 2019, 12:04
Replies: 99
Views: 9,133
Posted By roondar
The problem with more complicated systems for...

The problem with more complicated systems for collision detection is that you do fewer checks, but the checks themselves become more expensive. It all depends on how complicated each check and how...
Forum: Coders. Asm / Hardware 22 January 2019, 15:47
Replies: 99
Views: 9,133
Posted By roondar
By the way, I assumed you had access to the NDK...

By the way, I assumed you had access to the NDK for the address locations of the CIA registers. If not I can create a version that doesn't need the include file.

As for collisions every other...
Forum: Coders. Asm / Hardware 22 January 2019, 11:54
Replies: 99
Views: 9,133
Posted By roondar
You can use the CIA timers to get a very accurate...

You can use the CIA timers to get a very accurate recording of how long something takes (do make sure you use a free one though, if you use a mod player and/or a keyboard reading routine some of them...
Forum: Coders. Asm / Hardware 21 January 2019, 13:39
Replies: 99
Views: 9,133
Posted By roondar
There are several hardware based ways to speed up...

There are several hardware based ways to speed up collision detection, but they all carry significant drawbacks (not in the least that they tend to be 100% pixel perfect, which is not usually what...
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