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Post by fl on Feb 2, 2013 11:00:39 GMT -5
thanks a lot moon ! when the game will be finished, i will integrate you in the credits for your help for sega16 thanks the original game had no road stripes, so i will not add them. the remake is not finished, i will put the objects on each side of the road for the speed feeling. Attachments:
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Post by Deleted on Feb 2, 2013 14:11:50 GMT -5
No problem. However, I noticed you're still using the calculation from my example to set the scroll values. As i previously mentioned, i only did this to illustrate the concept. You don't actually want to do that in a game .. use a lookup table instead. Attached is a simple example that uses a lookup table for 64 angles ( 127 in total when mirrored ). Attachments:
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Post by fl on Feb 6, 2013 7:22:37 GMT -5
good work ! can you update your last bend.bex with this new code ? i will integrate all this in the game
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Post by Deleted on Feb 6, 2013 7:34:47 GMT -5
can you update your last bend.bex with this new code ? i will integrate all this in the game No sorry. I'm trying to educate people, not provide code snippets that are copy-paste-able without any thought.
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Post by fl on Feb 6, 2013 12:08:02 GMT -5
What a pity... for three days I tried to adapt the code and I can not do it. my knowledge is too low I'll try again to modify it, but there is still much work to finish this game thank you for what you have already done for me and this game
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Post by Deleted on Feb 7, 2013 10:30:12 GMT -5
You may consider making a different, less complicated game first. Work your way UP TO this project.
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Post by Deleted on Feb 7, 2013 11:08:10 GMT -5
You may consider making a different, less complicated game first. Work your way UP TO this project. He already remade this game using QB64, so it should be within his capacity to do a MegaDrive version. fl - Did you not use a lookup table for the road in your QB64 version?
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Post by Deleted on Feb 7, 2013 18:09:17 GMT -5
You may consider making a different, less complicated game first. Work your way UP TO this project. He already remade this game using QB64, so it should be within his capacity to do a MegaDrive version. fl - Did you not use a lookup table for the road in your QB64 version? I agree with moon. He offers a great deal of help to anyone who asks, but it seems as though people take that for granted and expect him to do all the hard work. moon, I always loved your examples and teachings, so thank you for them
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Post by Deleted on Feb 7, 2013 18:13:02 GMT -5
Not so much with the look-up tables. His technique relied heavily on the LINE command: qb64.net/wiki/index.php?title=LINEI'd cheat and have a static frame for each angle the road goes in.
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Post by Deleted on Feb 7, 2013 18:28:57 GMT -5
Not so much with the look-up tables. His technique relied heavily on the LINE command The line command requires values just like the scroll command does. I'd cheat and have a static frame for each angle the road goes in. That would be the worst solution possible .. regardless of hardware
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Post by fl on Feb 8, 2013 13:35:10 GMT -5
@ elusive no, all was based on LINE function.
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Post by Deleted on Feb 8, 2013 13:55:00 GMT -5
@ elusive no, all was based on LINE function. It wasn't elusive asking that question Anyway, that answer doesn't make sense. That's like answering "no, i used a spoon" on the question "did you drink your coffee with sugar?".
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Post by Deleted on Feb 8, 2013 16:54:03 GMT -5
I think he was talking to you, moon. My interpretation was "I never used pre-calculated tables to determine the roads curve."
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Post by fl on Feb 15, 2013 4:06:44 GMT -5
yes, i was talking to moon, sorry i have a little question : how to have a "single" value ? my example : a = 10 b = 2,2 c = a - b print a print b print c if i do dim b as single it doesn't work thanks in advance bye F.L
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Post by Deleted on Feb 15, 2013 7:25:20 GMT -5
yes, i was talking to moon, sorry No problem how to have a "single" value ? The MegaDrive doesn't support floating point values .. so numbers can never contain decimals* You need to use the fixed-point concept instead if you want sub-integral precision. *Neither does BEX have a software IEEE 754 implementation. But you wouldn't want that anyway, since it would be painfully slow.
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