19 April 2009, 06:54 | #1 |
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what games need 'full' collision level ?
hi all,
any idea which games need this option ticked, is it many ? is it a major performance sucker to have it ticked at all times anyway ? cheers |
19 April 2009, 07:59 | #2 |
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You could probably do with just sprites and sprites vs playfiled:
Although it is a bit old, in this thread Toni said that (at the time) there was only one game that needed full collision. |
19 April 2009, 11:42 | #3 |
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And which is this game?
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19 April 2009, 12:11 | #4 |
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Rotor
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20 April 2009, 04:24 | #5 |
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thanx all for info,
i was checking old threads and noticed a few other games crop up that seem to need full collision, e.g, ilyad, so i wud like to leave full collision on at all times, better safe than sorry ! so any ideas as to how much extra computing power in percentage terms 'full collision' requires to 'sprites vs playfield' ? and is it possible that leaving 'full collision' on wud cause probs in some games that dont need it ? cheers |
20 April 2009, 08:58 | #6 |
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Don't bother enabling it except if it is really needed. Because it is extremely rarely needed it will be slow, no point in optimizing.
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20 April 2009, 11:18 | #7 |
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I really like these threads by Kirk: It's life "Everything you always wanted to know about Winuae but you never dared to ask" for me. I have the same kind of questions!
Aye aye, Captain Kirk! Last edited by Gaula92; 20 April 2009 at 11:46. |
20 April 2009, 12:41 | #8 | |
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Quote:
Last edited by hexaae; 20 April 2009 at 12:59. |
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20 April 2009, 12:47 | #9 |
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20 April 2009, 12:58 | #10 |
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20 April 2009, 18:24 | #11 |
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soz for that, i only quoted the thread on ilyad, soz if i gave the impression i had tried it.
actually, ive never ever played ilyad, but i shall post up any i do actually find but i think toni is correct with the rotor only comment. |
02 May 2009, 00:04 | #12 |
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Just being curious: in a technical point of view, what's that "collision" stuff ?
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02 May 2009, 19:12 | #13 | |
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Quote:
In UAE it has been separated in 4 categories: 1: collisions logic is not emulated, always return no collisions 2: emulate sprite to sprite collisions 3: emulate 2 + sprite to bitplane graphics collisions 4: emulate 3 + odd bitplanes to even bitplanes collisions "Level 4" collision means whole display needs to be checked for collisions, bit by bit, every frame, which can be quite CPU heavy. Fortunately this is extremely rarely needed. (Rotor) Other collisions levels don't need much CPU because sprites are usually very small. (or not used at all) Only single option is really needed ("normal" = lvl3 and "full" = lvl4) but it has not been done because switching collisions off can be used to cheat easily in some games EDIT: "collision" = for example sprite and bitplane have pixel set in same position. |
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02 February 2010, 09:47 | #14 |
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02 February 2010, 23:51 | #16 |
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Also "Blastar" © 1993 Core Design and "Rick Dangerous 2" by Core Design © 1990 need full collision.
I usually keep this option on: my system is fast enough. Last edited by hexaae; 03 February 2010 at 00:02. |
03 February 2010, 07:32 | #17 | |
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Quote:
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03 February 2010, 18:18 | #18 |
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What about demos? I always keep full collision enabled, but I wonder I'd start seeing weird things if I disabled it.
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03 February 2010, 18:37 | #19 |
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Demos don't need collisions.
"Nobody" uses collisions because they are stupid and annoying to use. Practically only sprite to playfield collisions are useful in some situations. |
06 February 2010, 14:57 | #20 |
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Being even more curious: what's "weird" about that collision stuff ?
I guess it's better/faster to do it by hand if it's not used anywhere then ? Why ? |
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