Path: chuka.playstation.co.uk!news From: "Andrew Murray" Newsgroups: scee.yaroze.freetalk.english Subject: Re: malloc... free??? Date: Thu, 31 Oct 2002 19:00:33 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 31 Message-ID: References: NNTP-Posting-Host: pc-80-195-1-64-dn.blueyonder.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 I worked it out one time and it came out to be around 36 bytes. It doesn't really matter now, though. I have limited the number of balls allowed in the linked list to 50, kinda defeats the purpose but at least it won't crash. Well, I should have a totally pointless bouncing balls demo to put up on my (ancient) site by tomorrow. I has bounding circle collision detection and proper 20-12 fixed point collision response which wasn't easy given my background in math. If not anything else then its a good example of such concepts. Why am I doing a bouncing balls demo you ask? Well the module I'm doing in Uni requires a bouncing ball demo on the yaroze, mainly to display the ability to load and display sprites and have some sort of logic behind it all. I figured since I knew yaroze pretty well that I'd add proper math into it. The good thing is that I actually have learned somthing :) I hope all yarozers still at it (and those who aren't) are doing well. Andrew M "Chris Wallace" wrote in message news:appn28$j22@www.netyaroze-europe.com... > hmmm, not sure, i always though GsSPRITES were rather large. I once had a > function that put oin sprite a pixel big on the screen many times to make a > lightening effect which always froze the yaroze if u ran it for more that 3 > secoinds... it sometimes recovered but not always. > >