1. graphics and maths formulae
- Posted by craig stretch <wonderpage at thefreeinternet.co.uk> Dec 22, 2000
- 380 views
hi, can any games programmers help me with my maths? I want to start a project similar to space invaders. The ships will congregate at the top of the screen and then fly in formation following several flight patterns to the bottom of the screen whilst shooting at the players ship. At least thats how it works in my imagination! I've been studying code from demo progs such as twirling graphics etc, to get some idea of the direction i need to follow for the way i need to program the maths. Is there anyway anyone knows how i can solve my problems as i find it quite a mind bender figuring out the formulae for the mathematics to use as the (x,y) coordinates of the ships flying patterns. Should i just study my maths books harder or are there simpler easier methods that i have overlooked? thanks in advance!
2. Re: graphics and maths formulae
- Posted by Ray Smith <smithr at IX.NET.AU> Dec 21, 2000
- 330 views
- Last edited Dec 22, 2000
Hi, The good news is Allegro has some spline functions which can fairly easily create smooth projection paths. There is an example program in Allegro which allows the user to create a number of dots on the screen and when the user presses esc or space or something, a larger dot travels through all the points you clicked on using a smooth path. The bad news is I haven't wrapped those functions in euAllegro, and don't know how difficult it would be. If you wanted to use euAllegro you could probably talk me into wrapping the functions. Another option, (note that I have never done anything like this) ... but if they are going to use preset paths (like Galaga) you could just create sequences with the (x,y) values of the exact path. Then use the current (x,y) value of each invader to create the correct offset. This obviously would only be useful for preset paths. You might like to ask your question on the newsgroup: comp.games.development.programming.misc, or comp.games.development.programming.algorithms For some more ideas. Ray Smith >hi, > >can any games programmers help me with my maths? I want to start a project >similar to space invaders. The ships will congregate at the top of the >screen and then fly in formation following several flight patterns to the >bottom of the screen whilst shooting at the players ship. At least thats >how it works in my imagination! > >I've been studying code from demo progs such as twirling graphics etc, to >get some idea of the direction i need to follow for the way i need to >program the maths. Is there anyway anyone knows how i can solve my problems >as i find it quite a mind bender figuring out the formulae for the >mathematics to use as the (x,y) coordinates of the ships flying patterns. > >Should i just study my maths books harder or are there simpler easier >methods that i have overlooked? > >thanks in advance!
3. Re: graphics and maths formulae
- Posted by craig stretch <wonderpage at thefreeinternet.co.uk> Dec 22, 2000
- 327 views
thanks ray, i would certainly be interested in a library routine in euallegro if it were available to make the task of moving 'objects' easier . thanks for pointing me in the right direction with ideas for the movement of objects, and the newsgroups and of course the speedy response. regards ----- Original Message ----- From: "Ray Smith" <smithr at IX.NET.AU> To: <EUPHORIA at LISTSERV.MUOHIO.EDU> Sent: Friday, December 22, 2000 1:14 AM Subject: Re: graphics and maths formulae > Hi, > > The good news is Allegro has some spline functions which can > fairly easily create smooth projection paths. > There is an example program in Allegro which allows the user > to create a number of dots on the screen and when the user > presses esc or space or something, a larger dot travels through > all the points you clicked on using a smooth path. > > The bad news is I haven't wrapped those functions in euAllegro, > and don't know how difficult it would be. > If you wanted to use euAllegro you could probably talk me into > wrapping the functions. > > Another option, (note that I have never done anything like this) > ... but if they are going to use preset paths (like Galaga) > you could just create sequences with the (x,y) values of the > exact path. > Then use the current (x,y) value of each invader to create > the correct offset. > This obviously would only be useful for preset paths. > > You might like to ask your question on the newsgroup: > comp.games.development.programming.misc, or > comp.games.development.programming.algorithms > > For some more ideas. > > Ray Smith > > > > > >hi, > > > >can any games programmers help me with my maths? I want to start a project > >similar to space invaders. The ships will congregate at the top of the > >screen and then fly in formation following several flight patterns to the > >bottom of the screen whilst shooting at the players ship. At least thats > >how it works in my imagination! > > > >I've been studying code from demo progs such as twirling graphics etc, to > >get some idea of the direction i need to follow for the way i need to > >program the maths. Is there anyway anyone knows how i can solve my > problems > >as i find it quite a mind bender figuring out the formulae for the > >mathematics to use as the (x,y) coordinates of the ships flying patterns. > > > >Should i just study my maths books harder or are there simpler easier > >methods that i have overlooked? > > > >thanks in advance! >