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GT Turbo

Shoot Manager ?

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GT Turbo    5

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 :poulpe:

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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 :P ..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

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GT Turbo    5
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 :blink:

 

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 :poulpe:

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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 :P

 

/Symmetry

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SebRmv    2
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 :P

 

/Symmetry

 

Yes, I agree!

The script should be digested before.

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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....

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