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#81 |
PennyWhistle&MoonPies
Join Date: Jun 2006
Location: 5150
Posts: 5,601
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There is an Angry Birds 68k for Mega drive this is quite basic ........
[ Show youtube player ] |
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#82 |
Puttymoon inhabitant
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If Amiga is able to handle Puggsy, it is also able to handle Angry Birds.
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#83 |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 389
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A better comparison to Angry Birds in terms of kinetics, momentum and object rotation/acceleration physics is Worms Revolutions from 2012! Every object including water pockets is a moving entity. That took a PS3 to power it!
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#84 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,000
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On my Samsung StarIII mobile with Symbian OS there was an Angry Birds game, which was obviously kinda simplified compared to the original, but was fun. Well, it would be, with HW capabilities of an A500, where scrolling could be handled as in Worms for example, and birds could be moved also as sprites or BOBs, I believe. The aiming with dots also could be visualized.
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#85 | |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,176
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#86 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,906
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Not read the thread but to chime in anyway. No. The Amiga could not run Angry Birds. At least, not any kind of direct port, with the possible exception of OS4/MorphOS and maybe PiStorm and possibly even Vampire. As basic as angry birds graphics look, those cartoony sprites are actually pretty huge textures painted into the basic 2D elements that the physics engine (assume Box2D but it could be bespoke) hurls around.
Could an Amiga run a game that works like angry birds? Sure. It's all about what you are willing to sacrifice. A simpler, fixed point right body solver might be in the reach, for example. |
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#87 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,530
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I am not coder, so I might talk nonsense, but if you are using 2D flat shaded polygons, and use only 2 convex shapes (rectangle, triangle), I don't see why Amiga 500 couldn't handle that with lot's of triangles and rectangles on screen, falling with gravity and bouncing of each/other, or even have some sort of binds (stiches) between them, that could brake with force.
I mean.. we have Frontier for A500, that is waaaaay more complex then above, right? |
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#88 |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,176
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Frontier does have a very impressive simulation of orbital physics, but it's also very simple in many ways (and don't forget how sluggish it is on the A500 when more than a couple of objects are involved). You don't have mechanical reactions as such - your ship doesn't bounce off a surface at an angle for example, or get knocked into a spin by clipping the edge of it off a building. It either continues on its path, stops dead or explodes, same for all the other objects. The sorts of vector calculations needed for reactions, taking into account things like the centre of gravity and moments of force, are a big deal, especially when you have dozens of objects involved and potentially hundreds of interactions per frame.
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#89 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,260
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Maybe a middle approach with polygons for beams and bobs for the rest would be doable,however the zoom (if doable) is another possible part to be undertaken - that or a radar in style of other games is needed
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#90 | ||
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,530
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@Daedalus
Thanks bro, you are way more knowledgeable then me, for sure, but it still seems to me that it should be possible. This is the questions that bothers me: Quote:
![]() btw.. I haven't had in mind orbital path of the planets and all that.. but just sheer usage of 3D.. and also (I might be wrong), isn't ship bounce a little bit when you are on the surface of the planet and very low speed? I am not sure really.. maybe it was on First Encounter. Quote:
I understand that for Amiga is pretty hard to rotate, or even flip single bitmap, but with flat shaded vectors should be easy, right? We are talking here of pretty primitive math.. no friction.. no nothing.. not even a mass... just gravity and bouncing... I can't explain what I have in mind very well, so I created sort of a demo (on PC, in 3D app)... I disabled friction, I disabled depth (just X and Y), and I got to something close that I have in mind. Here it is: [ Show youtube player ] So, if you think that this kind of stuff would be impossible for 7Mhz 68k, do you think it's possible just 2 rectangles to collide in similar manner in realtime? And, if yes, how many rectangles maximum would be possible in your opinion? (graphics just like this.. no bitmaps at all.. nothing.. just flat shaded vectors) It would be definitely interesting to see if someone try something like this. ![]() Man... I have that feeling like I saw something similar on our miggy.. but I am really not sure... |
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#91 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,260
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Try to port it in C or assembly 68k and let's see how it runs
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#92 | |
Registered User
Join Date: Jun 2017
Location: Finland
Posts: 306
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It would definitely be interesting to see this. But I think we couldn't call it Angry Birds anymore. Maybe "Slightly Annoyed Polygons"? (I'll get my coat...) |
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#93 | ||||||
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,176
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#94 |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 362
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I’ve had a good go at implementing some physics bodies on the A500.
https://www.pouet.net/prod.php?which=94126 It’s not impossible to imagine a few 2D objects for something like Angry Birds if you cut several corners and write all custom code to make it happen. But then it wouldn’t be much fun with only a handful of objects. Then you have to draw them! In my intro drawing the two cubes with shadows pretty much maxes out the A500. |
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#95 |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 880
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#96 |
Registered User
Join Date: Aug 2022
Location: UK
Posts: 2,906
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Outraged Polygons.
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#97 |
Registered User
Join Date: Feb 2008
Location: Northampton/UK
Posts: 479
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you could prerender all the different rotation animation frames for each object - that would help a bit.
And once the player chucks the bird, you could have a pause while it computes the results? |
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#98 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,260
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From Angry Birds to Annoyed Blits ^^
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#99 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 49
Posts: 2,667
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There was a long thread ”Could a 50 Mhz 030 do Virtua Fighter” and the answer should have been a short but firm ”NO!”.
Anyhoo, maybe this is a more realistic target. But also maybe rephrase it to: ”What compromizes would tou have to do to get something that plays like Angry Birds on an Amiga with a 50 Mhz 030?” |
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#100 | |
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Join Date: Oct 2022
Location: Roma
Posts: 197
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