RE: RE: Space Wars

From: jeff hendrix <jhendrix_at_quark.com>
Date: Thu Feb 03 2000 - 17:37:05 EST

I'm using the old shot position and the new shot position as the endpoints
of a line. If the line crosses any of the ship segments, then it's a hit.
(this is part of the reason I'm doing line intersection calculations)

-jeff

-----Original Message-----
From: Rodger Boots [mailto:rlboots@cedar-rapids.net]
Sent: Thursday, February 03, 2000 1:54 PM
To: vectorlist@synthcom.com
Subject: Re: VECTOR: RE: Space Wars

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 17:53:40 2000

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