Rectangles and circles

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Psychophanta
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Post by Psychophanta »

Nice, but by the way, it eats 100% my cpu. (Adding a Delay(16) or Delay(15) after FlipBuffers() will allow you to save CPU time, but less than 900MHZ or so CPUs will notice a not smooth graphics movs).

Mhhh! you don't need knowledge about physics for most of games, but you need knowledge about vectorial geometry.
In fact vectorial geometry is useful for almost all things, and it is beautiful and easy.

I decided yesterday to start my own game, and well, if i can do something concrete for your sonic game or whatever tell me, because posibly i can do some function for you or at least explain you how to do it. Just tell me what you need, but be concrete then, please :wink:
http://www.zeitgeistmovie.com

while (world==business) world+=mafia;
Anonymous

Post by Anonymous »

Nice, but by the way, it eats 100% my cpu. (Adding a Delay(16) or Delay(15) after FlipBuffers() will allow you to save CPU time, but less than 900MHZ or so CPUs will notice a not smooth graphics movs).
Sorry, i lose the code last year (thx windoz...), i can't recompile the game :?
I had coding a patch last year for your prob.
http://perso.wanadoo.fr/rezo83/LowRes.rar
(Replace exe)
Mhhh! you don't need knowledge about physics for most of games, but you need knowledge about vectorial geometry.
In fact vectorial geometry is useful for almost all things, and it is beautiful and easy.
ok, i go to learn more about vectorial geometry :wink:
I decided yesterday to start my own game, and well, if i can do something concrete for your sonic game or whatever tell me, because posibly i can do some function for you or at least explain you how to do it. Just tell me what you need, but be concrete then, please
Ok , thanks, not at this moment. The problem of my sonic game, I use only box collision with points around the player (Total of 8 ) and mixed with spritecollision()... :oops:
Is not a very good method for including looping , or different diagonal ground later.


Bye.
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