Path: chuka.playstation.co.uk!news From: "Andrew Partington" Newsgroups: scee.yaroze.freetalk.english Subject: Re: work in progress demo Date: Sat, 21 Jul 2001 02:35:47 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 361 Message-ID: <9jalov$df1@www.netyaroze-europe.com> References: <9j7hfs$qcd2@www.netyaroze-europe.com> <9j95n4$sk21@www.netyaroze-europe.com> NNTP-Posting-Host: modem-68.dexfenfluramine.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Hi all Here's the latest preview - if you don't have the graphics, download the first WIP demo from http://www.netyaroze-europe.com/~partinga/ftp Matt Verran wrote in message news:9j95n4$sk21@www.netyaroze-europe.com... > Cool demo Andy seems like this one is coming along well. > > I found the defaut setting a bit "heavy" I prefer a lighter ship, less > gravity and so twitchier controls. I found the zooming too fast, maybe some > ease in and ease out could be added? Yes, the camera definitely needs some intertia - maybe a zoom speed based on the speed you are moving. The default controls seem to be going down quite well though! > Also maybe the distance from edges > before the zoom occurs could be increased OK, i've done that - you can't do that too much though, because you can end up zooming in and losing any visibility before you've even seen the map properly! So, i've added a scanner at the top - if you keep your eye on that it makes judging falling distances a lot easier! > Keep up the good work as ever! Cheers, but I may be calling for help soon - i've got a vSync time crisis - land on space invaders mountain on the left arm and watch that value rise to >200!! I have a couple of tricks up my sleeve to try before I start bothering people though like converting some multiplications into shift+add combinations, but there's not too much scope for that. In fact, here's some code that's sucking up the raster time. I'm not too sure about how to optimise this further apart from converting the multiplies into shifts + adds, so any pointers would be much appreciated! Cheers Andy void drawTerrainScanner(BackgroundObject* background) { GsBOXF box; GsBOXF box2; int BGCollisionArrayIndex = 0; register long x = 0; register long y = 0; register long index; register long indextemp; register long offsetX = 0; register long offsetY = 0; long offsetXCopy; //Copy of the above calcs to avoid doing any long offs etYCopy; // divides later on... long pixelXScroll; //How many pixels to scroll each block in the map before long pixelYScroll; // looking up a new one on the X or Y axis //do majority of pointer dereferencing before inner loop for speed increase u_short* mapDataRef = (u_short*) background->mapData; register long BGSizeX = background->backgroundSizeX; register long BGSizeY = background->backgroundSizeY; register long BGBlockSizeX = background->mapGraphics->blockSizeX; register long BGBlockSizeY = background->mapGraphics->blockSizeY; register long BGDisplaySizeX = background->displaySizeX; register long BGDisplaySizeY = background->displaySizeY; file://offsetX and offsetY are indices to a piece of map data, created by taking the // X and Y coordinates and dividing them by the blocksize, to get the nearest block. offsetX = (background->scrollX / BGBlockSizeX); while(offsetX < 0) { offsetX += BGSizeX; } offsetX %= BGSizeX; file://keep index in range offsetY = (background->scrollY / BGBlockSizeY); while(offsetY < 0) { offsetY += BGSizeY; } offsetY %= BGSizeY; file://backgroundDisplaySizeY; offsetXCopy = offsetX; file://Copy of the above calcs to avoid doing any offsetYCopy = offsetY; // divides later on... file://By doing a MOD (%) with the scroll value and the block size, we get the // remainder part of the above calculation, i.e. how many pixels to scroll // the block. pixelXScroll = background->scrollX % BGBlockSizeX; pixelYScroll = background->scrollY % BGBlockSizeY; box2.x = 144; box2.y = 8; box2.w = 22; file://44; box2.h = 20; file://40; if(scannerState == SCANNER_SAFE) { box2.r = 0; box2.g = 128; box2.b = 0; } else if(scannerState == SCANNER_WARNING) { box2.r = 192; box2.g = 164; box2.b = 0; } else /*scannerState = SCANNER_DANGER*/ { box2.r = 192; box2.g = 0; box2.b = 0; } box2.attribute = 0x40000000; GsSortBoxFill(&box2, &WorldOT[activeBuffer],0); for(y=0;y > Andrew Partington wrote in message > news:9j7hfs$qcd2@www.netyaroze-europe.com... > > Hi all > > > > I've got a work-in progress demo at my ftp site: > > www.netyaroze-europe.com/~partinga/ftp > > > > You can change the mass of the ship with L2/R2, change the force of the > > engine with L1/R1, and change the gravity of the world with > triangle/circle. > > It's fairly trancy to handle with the current settings, but if you find a > > nice combination, please let me know! > > > > this setting feels quite decent as well - makes falling a bit more > stressful > > :) > > mass=115 > > force=25 > > gravity=6 > > > > > > Let me know what you think! > > > > Cheers > > > > Andy > > > > > > begin 666 GravityGirl_workInProgress210701.zip M4$L#!!0``@`(`&80]2I$NI ;IQ8```!@```)````3EEO<'0N<'AE[%L/<%S% M>?_>NW>GDRW;C_,!AY'Q/OG)=S:"'I8`!0XX8T,%$<3$>,9#F51N9.),P7BH M2YT,29_)G6280R?^-'%2,ISKD^3.R)PQAF@(?Z14EL7$-)ZV4*=UJ)@X%*:9 MH"1NQDV Z^_;M_='0K9!,M33N16?=]^WWWZ[^_W;;U=B]9I+UHD;UMU JOAI MMN.V4*^C8HFNQ;<9H/'\(H=.4M;$CWNZ>] M%CLAKDE9<2)K.VG\/2AB*=KS?GZIY;:%:9"_GFF.*MK1T]">R+\4IC9_G.+5L?IXM49MV^-^>B5'@WJ- MF_.\DG;K,8^?0(LRB#%!T)BT-V-KZI;/P5IQ@O:"!< M11?8D+5.-#>=SW\.:_[5'H-"X3_DQ2*#WJO'VM-8>YKW%,>>^K&?"/9CTW,Y M0?MSM?1L+D3[(]TA4^JH_T.X9V`.V5H^?0M6B3/9\\ML%[ M1SLHV\OEGI_!7O?U746975<#XM2SRQ(96D'971ZR?-?C6R-[R6N%;.1H@C59-Z+N1^9N&W8+Z9D K97(-D%>UE%?FI/*";-*031JR24,V MT,V^-&13E.'MD.$`9-@$&4;I9?#\02Y"ST\I3VL`\MN>0?J<3=\)&;)\5U-O MSD/;#,^K!LVCA,VUM4-X/+03."]P68D3XG\(?D)6M_ LATU#CCFR`BQ;\,BF MK;UM^J!S+M'.^;0$_6+\<_`UVFSZ ET&FX`\+L*NCU1O19\7$=_#K! 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