GT Turbo Posted November 17, 2006 Report Share Posted November 17, 2006 Hi everybody, Some days ago Mariaud give me this link : http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html This is a shoot manager. I use the same kind of system for Opale (Ennemies trajectory manager). So i think a lot of people can be interrested by this kind of thing on Jaguar, so i have open this thread for talking about and writing it. The first question is doing a porting of this one ? Or write another one ? GT Link to comment Share on other sites More sharing options...
Symmetry of TNG Posted November 18, 2006 Report Share Posted November 18, 2006 hmm.. when i first read about it i felt like "is it realy nessesary why not just do this and that in asm".. then ran the demo.. =) ...this is Supperb for a Shot-em-up!!!!! ...and offcourse a "must" if one wish to make zillion of shots... (and one should strive for that havent looked at the code yet.. so dont know how much work it would be to port it to asm.. though i feel that that would be a must.. Similar thing might be used to make "VLM" style effects... well.. ?.. gaming would have prio 1 offcourse ..just saying... porting: ...is it possible in an easy way? ...some text-parsing thing is not my cup of tee, but rather a dc.b + jsr's that do stuff with a list of spritepositions. wrigting our own: well the idea is good.. so one might have to do this to get a "jaguar version".. for mximum speed.. compatibility woudl perhapps be nice (dont know what one could get for free from that engine.so) Nice Link anyhow!... verry interesting! /Sym Link to comment Share on other sites More sharing options...
GT Turbo Posted November 18, 2006 Author Report Share Posted November 18, 2006 porting: ...is it possible in an easy way? ...some text-parsing thing is not my cup of tee, but rather a dc.b + jsr's that do stuff with a list of spritepositions. writing our own: well the idea is good.. so one might have to do this to get a "jaguar version".. for mximum speed.. compatibility woudl perhapps be nice (dont know what one could get for free from that engine.so) For parsing i can write it in 68000 and it give a dc.b list, that's not a problem, except that will be a 68000 parser, so useable on a ST or a Falcon or on a PC under emulator. Because i'm a very big lamer in C Yes a Jaguar version with maximun speed, if we take this decision, the only thing is which commands to implement ? The first 'shoot manager' code will be written in 68000 and after a Dsp or Gpu version will be ported from the 68000 code, that's the fastest technic. GT Turbo Link to comment Share on other sites More sharing options...
Symmetry of TNG Posted November 20, 2006 Report Share Posted November 20, 2006 as i understand it a parser would run through the ascii text and look for (human readable text, like) "action" .."fire" commands and do all that... to me thats a waste of time.. personally id rather see a clever datastructure (in already done dc.b format) for each effect, that calls specific routines that handles the shots... ? (ie convertion to micro-friendly code was already done).. but on the other hand Im not doing a 2D shot-em-up game ..so i should perhapps "shut up" instead But it was so cool that i just couldn't do that /Symmetry Link to comment Share on other sites More sharing options...
SebRmv Posted November 20, 2006 Report Share Posted November 20, 2006 as i understand it a parser would run through the ascii text and look for (human readable text, like) "action" .."fire" commands and do all that... to me thats a waste of time.. personally id rather see a clever datastructure (in already done dc.b format) for each effect, that calls specific routines that handles the shots... ? (ie convertion to micro-friendly code was already done).. but on the other hand Im not doing a 2D shot-em-up game ..so i should perhapps "shut up" instead But it was so cool that i just couldn't do that /Symmetry Yes, I agree! The script should be digested before. Link to comment Share on other sites More sharing options...
Symmetry of TNG Posted November 20, 2006 Report Share Posted November 20, 2006 hmm.. and another thought. dont know how collision detection is done in PA, but i can imagine that if such a bullet engine is done, it could fastly go complex & memoryconsuming if pixel precise collision is wanted.. with for example shots that are not just dots, but bows,fire-bolts or whatever shape based on a bitmap... But i guess that is a later problem.... though it might be a good idea to plan ahead.... Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now