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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 26 Feb 2006 08:25:43 pm    Post subject:

Big changes are coming for the game physics. I started generalizing the collision detect to work for all 16 angles and so far this process is about halfway done. The school's getting an early spring break this year, so I'll hopefully have the adjustments done in two weeks or later. It should work regardless of direction of travel at that point.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 30 Mar 2007 09:58:37 am    Post subject:

Whew! 13 months since this topic has been updated! 1-year bump for the win!


The surface physics engine have been 100% remodeled on paper. All it needs is 1 or 2 good days of coding to implement in the game and testing for special conditions, effects of rounding errors, etc. Unless I get seriously sidetracked, we should know by monday if this build will work.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 05 Mar 2008 06:42:25 pm    Post subject:

1-year bump for the win!


Well, I don't know if it's been mentioned in February but one thing we're trying to do with the physics is extend X/Y velocities to a 16bit system instead of 8bit. This is having a mix of good and bad effects on development. On the plus side, we'll get more realistic physics out of it. The cost is that we'll have to overhaul some of our trig routines.

Since the change is kind of major, I'm treating it as a side-project. If it looks to be worth the trouble, we'll drop the 8-bit builds. Otherwise, we'll keep it 8-bit.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 05 Mar 2008 07:44:46 pm    Post subject:

what sort of performance hit are you expecting in tradeoff for the added realism?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 05 Mar 2008 09:12:18 pm    Post subject:

It should be marginal. A few of our routines were already 16-bit and our new stuff is code unrolled.
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TI-newb


Member


Joined: 24 Dec 2008
Posts: 158

Posted: 09 Feb 2009 11:46:06 pm    Post subject:

11 Month Jump Ftw~

Im reading all the posts, and it's been very interesting, except i don't understand most of the things you guys talk about. but keep up the good work.
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Feb 2009 02:45:11 am    Post subject:

i rather have digitan working on robot war than sonic Rolling Eyes

on topic:
Quote:
trig routines

what trig routines? Very Happy
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