Re: RE: Space Wars

From: Rodger Boots <rlboots_at_cedar-rapids.net>
Date: Thu Feb 03 2000 - 15:53:56 EST

Are you SURE about that? Do you have a check to see if a shot is INSIDE the
ship? What I'm trying to imply here is that you must make sure that a shot
couldn't be outside the ship during one check and inside the ship on the next
check WITHOUT actually ever touching the ship either time. Or are there no
combination of shot/ship speed/direction that would allow that to happen
(extreme example of this is where the shot is moving towards the ship and the
ship is moving at high speed towards the shot. One check could have the shot on
one side of the ship and the next could have the shot on the OTHER side of the
ship, provided such a speed combination could exist). The highest ship speed
would probably when it slingshots around the sun.

jeff hendrix wrote:

> I've also noticed that the collision detection in the original space wars
> was not perfect. You could sometimes shoot through a piece of a ship without
> destroying it. With my routine, it would always detect the hit.
>
> -jeff
>
> -----Original Message-----
> From: Zonn [mailto:zonn@zonn.com]
> Sent: Thursday, February 03, 2000 12:15 PM
> To: vectorlist@synthcom.com
> Subject: Re: VECTOR: RE: Space Wars
>
> On Thu, 3 Feb 2000 00:18:25 -0500 (EST), you wrote:
>
> >On Wed, 2 Feb 2000, Clay Cowgill wrote:
> >
> >> I tell you... It's a solution just LOOKING for a problem! (...and by
> >
> >Ya know, I am wondering why a co-processor is needed for Space War on Space
> >Duel hardware, since SD manages to do the colision detection, AND keep all
> >the other objects moving. Seems to me SW with just 2 ships would be less of
> >a drain. I thought the point of these projects was the retro-hardware,
> >remembering when Real Programmers wrote self-modifying code, used op-codes
> >as constants, and let the index register overflow into the program counter
> >to end a loop.
>
> It makes you wonder how they did it in the Cinematronics Space Wars version
> of
> the game?
>
> The C-CPU could do a 12x12 bit multiply in 24 (5mhz) clock cycles (or
> 4.8us).
>
> It was also scalable, for instance it could do a 8x8 bit multiply in 16
> cycles
> (or 3.2us).
>
> Hmm... I guess that could have something to do with it...
>
> -Zonn
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Received on Thu Feb 3 16:35:15 2000

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