[A83] Re: Realistic Jumping
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[A83] Re: Realistic Jumping
Ok thanx, I think I'll go for the table idea, that is great!
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Maarten Zwartbol - Maxcoderz Soft. - http://www.maxcoderz.f2s.com
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"If I have seen farther than others, it is because I was standing on the
shoulders of giants." - scientist Sir Isaac Newton, in a letter to his
colleague Robert Hooke, February 1676.
>From: "David Phillips" <david@acz.org>
>Reply-To: assembly-83@lists.ticalc.org
>To: <assembly-83@lists.ticalc.org>
>Subject: [A83] Re: Realistic Jumping
>Date: Sun, 11 Nov 2001 03:06:17 -0700
>
>
>The easiest way is to use a gravity table, like Sqrxz does. Simulating
>gravity by real is simple, using basic physics:
>
>y = vt + (1/2)at^2
>
>Where y is the vertical position, v is the initial velocity, a is the
>acceleration, and t is time. For free fall, you use gravity as the
>acceleration. If you are dealing in meters, this is approximately -9.8
>m/s.
>Of course, since this is just a game, being accurate is not needed, and
>attempting to get the math right would be troublesome anyway. What you can
>do is use this to build a table, like the one in Sqrxz. Or just use/modify
>that one.
>
>When you jump, you start a jump counter. Each frame of the jump, you add
>the value in the table (there will be positive and negative values) to the
>vertical coordinate of the object. This allows you to quickly calculate
>jumps without having to resort to fixed or floating point math.
>
>There is nothing wrong with using semi realistic physics in games. In
>fact,
>it can be a lot of fun to do so. It's really neat to implement a particle
>system and use it for things like explosions, engine trails, sparks, etc.
>You use basic physics, and it all works without much work. But when you're
>writing it in assembly language, and for a calculator, you don't want to go
>to that kind of hassle. It's much easier to just fake it all with some
>tables. Almost all video games written for say the Nintendo use such
>methods. Writing games is about making stuff happen in a believable
>manner.
>If it looks and feels right, then it is right.
>
> > How can you achieve realistic jumping in ASM? For example the penguin in
> > Bill Nagels Penguin 83.
>
>
>
>
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