17 May 2023, 20:38 | #101 |
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17 May 2023, 21:21 | #102 |
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Thankfully nobody asked if an A500 would be able to have a port of Cecconoid where 8GB of ram and a 3.2ghz quand core are recommended to run it in PC.
"Don't be fooled by the monochromatic gfx. There is no way to run such a game with all this particles calculation in real time without at least a 68060 or a PPC" |
18 May 2023, 14:29 | #103 |
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Angry Birds for the NES is a cut down version with some interesting ideas.
[ Show youtube player ] |
18 May 2023, 15:03 | #104 |
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It's an impressive achievement for the NES, but it's not really Angry Birds once you've taken all the physics out. You could easily make an Angry Birds for the Amiga if it doesn't actually have to play like the original.
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18 May 2023, 16:29 | #105 |
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I'm surprised nobody said before your post that the NES was more powerful than an Amiga, even AGA
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18 May 2023, 17:12 | #106 | |
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Quote:
Yes, it would definitely be interesting to see how Amiga models would perform in these Physics sims, from the 68K to 68060. Check out what I found: [ Show youtube player ] Not sure what Amiga he is emulating. And this looks like C language... not asm.. EDIT Ahh sorry, it's not Amiga... I guess he just meant "friend". |
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18 May 2023, 21:03 | #107 |
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I'm pretty sure some kind of physics sim could be done if you cut a bunch of corners. (like bitmaps could be treated as circles when it comes to collisions, restrict number of bounces, simplified friction etc..
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18 May 2023, 22:12 | #108 |
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One problem with "proper" physics simulation is that the vector/matrix arithmetic that you'd generally only works well for floating point as the components and coefficients have a tendency to be very large or very small at interim steps of a calculation. Doing it with fixed point is likely to overflow or tend to zero, with undesirable results.
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19 May 2023, 14:12 | #109 |
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If you would venture a guess, would a 40-50MHz 68882 FPU be sufficient?
Lots of 030 users also have fpu, at similar clock speed. |
19 May 2023, 14:28 | #110 |
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As said, you could pause before the bird flies to precompute the results.
How many frames paused it would take would be the question - and might limit the number of objects interacting with each other, otherwise the wait could be unacceptable. Also precompute all graphic rotations and store them in memory. |
19 May 2023, 15:30 | #111 |
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19 May 2023, 15:53 | #112 |
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19 May 2023, 16:04 | #113 |
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20 May 2023, 03:53 | #114 |
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Question:
I've re-read first few pages of this topic, and some of you said its tricky physics with even 2 rectangles rotating.. if there is no rotation involved, it would be totally doable. I quickly created another demo concept. This time, just by using same sized circles.. no rotation at all. [ Show youtube player ] I think dynamics looks pretty satisfying, even with nothing then small spheres used. Do you think this is something 68k Amiga can handle? |
20 May 2023, 08:12 | #115 |
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It's probably doable, I'm just not sure it would make for a fun game. If you look how the tower collapses when you hit it, you're pretty much guaranteed to spread bricks across all the nearby ground which I suspect would undermine the difficulty of Angry Birds.
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20 May 2023, 18:16 | #116 |
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Using spheres is an interesting dynamic and might actually make a slightly different but good game. I like this idea.
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21 May 2023, 01:51 | #117 | |
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Quote:
Never played Angry Birds before (this was more of a technical question anyway), so I tried it (in browser), and even I passed 2 levels (modern games ehh...) I still can't figure out what is the goal. Pardon my stupidity, is the goal making "angry bird" touch the desired balls, or this balls have to fall on ground, or they are destroyed simply if enough force is thrown on them? I can't figure that out. Either way, the above sample (despite lack of rotation), IF every dot have to have some set of rules (besides gravity and bouncing of each other) . Either it's totally static, or it's linked to another ball, until links are broken by the force. . If the above 2 can be made, then there should be very possible to create interesting levels. |
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21 May 2023, 02:12 | #118 |
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I think it's doable, use vectors and slow the game down after firing to calculate the physics. I don't think the actual Angry Birds physics are possible but could be close.
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24 May 2023, 21:06 | #119 | |
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Quote:
Kill all the green pigs (=the balls) by applying enough force on them by any means: hit them directly with the bird, make them fall, make structures collapse on them etc. |
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24 May 2023, 21:19 | #120 |
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Well, come to my attention that AB is however a "fire and forget" game, where the player interaction is only to the moment of firing, a bit like Worms or the older scorched tanks games: we can REALLY do some kind of animation or similar while CPU is calcolating results
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