Ultimate Amiga

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Curved Platform Engine Test v2  (Read 4810 times)

0 Members and 1 Guest are viewing this topic.

KevG

  • A600
  • *
  • Karma: 1
  • Offline Offline
  • Posts: 87
Curved Platform Engine Test v2
« on: January 29, 2017, 09:18:47 AM »

Hi folks.

I had a bit of time this weekend so I did a bit more on my platform engine (attatched .adf).
There are more improvements and speed ups....

1. Added wall checks
2. Added roof checks
3. Added Ladders
4. Removed old collision checks
5. Improved Jumping
6. Improved Inertia
7. Added a completely new curved platform algorithm.

The new curved platform checks are now NOT collision checks at all! This is a new
technique that I experimented with and is much much faster. Instead of checking
for an Axis-Aligned Bounding Box (AABB) I use mappings instead. In fact I use this method for ALL collisions now. It was a bit tricky to impliment as there is much more memory overhead but the result is that the algorithm now runs 20 (twenty) times faster than the previous algorithm. I can even use a EHB screen or even a HAM screen and there is no time difference!

Please download the attatched .ADF and have a play with it if you have the time. If you can report back here with any bugs I would be grateful.

Many Thanks

Kev G

p.s. Next: Hardware Scrolling (when I've got the time)
Logged

Hungry Horace

  • Amorphous Blue-Blob Man
  • Site Admin
  • A4000T
  • ******
  • Karma: 307
  • Offline Offline
  • Gender: Male
  • Posts: 3,364
  • Don't forget... Ameboid's need love too!
    • AUW
Re: Curved Platform Engine Test v2
« Reply #1 on: January 30, 2017, 03:18:08 PM »

this sounds stupidly promising!!

Really interested to see, as I couldnt even work out how to do decent collision detection with a flip-screen platform game (like Bruce Lee on the ZX/C64)
Logged
Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

KevG

  • A600
  • *
  • Karma: 1
  • Offline Offline
  • Posts: 87
Re: Curved Platform Engine Test v2
« Reply #2 on: February 01, 2017, 09:55:53 PM »

Hi folks.

I did a bit more today. Now implemented....

1. Moving platforms.
2. Rotating platforms.

It appears to work quite well. Although I have removed the inertia when you are on
a moving platform because it was too easy to fall off :/

Anyway, download the new attachment (.ADF) and give it a go if you have the time.

Regards, Kev G
Logged

Lonewolf10

  • AMOS Extensions Developer
  • AMOS Dev
  • A2000
  • *****
  • Karma: 3
  • Offline Offline
  • Gender: Male
  • Posts: 618
    • http://www.aliensrcooluk.com
Re: Curved Platform Engine Test v2
« Reply #3 on: February 07, 2017, 08:18:11 PM »

I did a bit more today. Now implemented....

1. Moving platforms.
2. Rotating platforms.

Excellent work.

I don't recall if the ladder was in the early version or not. It's the start to making great platform games ;)
Logged

KevG

  • A600
  • *
  • Karma: 1
  • Offline Offline
  • Posts: 87
Re: Curved Platform Engine Test v2
« Reply #4 on: February 07, 2017, 08:52:21 PM »

Hi Lonewolf10.

There are a couple of bugs in it still but its getting there. The problem for me is finding the time to have a good lengthy coding session to get more done. I will try and get the hardware scrolling working this weekend if I can.

Regards, Kev G.
Logged
Pages: [1]   Go Up
 

TinyPortal 2.2.2 © 2005-2022