Re: noBisect() (or, press Delete now)

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Michael J. Sabal just wrote:

>I guess the little smiley at the end of my question got lost.
>I had not intended to offend anyone. <snip>


Michael,

Since the original question was directed at me, I guess it is my turn.
I do not think anyone was offended, I certainly was not, just a bit
uneasy about your obvious apprehension. And you have a point: more
liberal use of the little smileys is not a bad (insurance? smile)
policy - I must remember that!

And regarding your program, I'll break my promise (again?) to keep it
secret, but only because you have been so nice about it. I think it
is fine, quite a good idea, especially if you have to check for
collisions with just a small number of wall segments.

But I think you would get into trouble quickly with larger numbers.
Let's assume, a single check takes a millisecond, a nice round number,
probably too large, unless one is using a very old computer. A typical
game level will have dozens of wall segments (think of all those doors
in Hayes). I do not know, say, we can reduce it to twenty. That's
twenty millisecond to check a single stray bullet. Assuming we do not
get more than about 40 milliseconds per frame (= 25 f.p.s.) it leaves
us with just 20 milliseconds to do all the other clever stuff, to move
the sprites, scroll the background, calculate the scores, etc. So now
is the time to ask your original question: is it really fast enough?
jiri

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