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- Hi again,
-
- (I needed a break from work...)
-
- > There seems to be growing support for the atari in your country.
-
- At least there are a few people doing _something_. I don't know about the
- growing part, though.
-
- > OK. I think you're right in saying that evrything not running at the same
- > time as the game can be written in C: file managing, and so on. But do you
-
- Well, mostly yes.
-
- > really find doom's monsters so intelligent that they can't be programmed in
- > assembler? I have really had the impression that they just tracked you, saw
- > you, and shot you. The tracking part is the difficult part, but not so much,
-
- Well, they don't seem quite that stupid to me. They don't act smart in any
- way, but their motion patterns, especially when they're far away or when
- there are many of them, often seem to be non-random, but also non-obvious.
-
- > >The Falcon is not fast, but with a little DSP help it's not _that_ slow.
- > No, it's not that slow, but we want our program to be as fast as possible.
-
- Naturally. Have you given any thought to what should be put on the DSP?
- Both sound and drawing code would likely benefit tremendously, but it might
- not be very easy to handle both.
- Perhaps AI and sound?
-
- Is the BSP tree too large to keep in the DSP RAM?
-
- > We want some smoothness, and I really think we will need all the machine
- > cycles we can save.
-
- We'll just have to wait and see how things come along. Since we have the
- dview source, I think it would be a good idea to start there. If, after a
- bit of work, things don't look good, we could come up with something new.
-
- Have you found any other sources, by the way?
-
- > >GCC would be hard pressed to compile a single line.
- > Yes, but GCC takes a lot of memory. Anyway, I have to admit I develop a lot
- > of personal short programs in C, but have never done a very very large
-
- MGIF sure is very large (600-700kbyte sources excluding libraries last time
- I looked), but no single file is much longer than 30k.
- Still I can't compile all of it with full optimization without VM (or of
- course by throwing away NVDI, Thing, WINX etc).
-
- With VM I have about 400kbyte left of 1Mbyte normal RAM and just about all
- the alternate RAM I could ever want. I've not found any use for over 16M so
- far, though.
-
- > program. I use an old turbo C and have never had any memory problem. For
- > assembly language, I use DevPack.
-
- Yes, I guess that might be alright.
-
- > >We'd have to find someone well versed in AI to do that kind of thing, I
- > >think. Smartness is bad enough without making it variable.
- > What I meant was that you could block some abilities, such as finding a non
- > direct path, or anticipating your moves, etc.
- > Don't you think the AI involved is very specialized?
-
- Probably not as it stands in DOOM now, but I was thinking more of controlling
- how _good_ a path to find and how _well_ to anticipate moves. Just blocking
- specific things would make the whole thing a lot easier, I believe.
-
- I don't think either of those things is very easy at all to do.
-
- Have you read about the Jaguar game 'Battle Sphere' on rec.games.video.atari?
- One of the programmers of that recently mentioned how he had to _lower_ the
- amount of defense smartness for the opposing ships.
- They were too good to be killed by a mere human!
-
- > >Anyway, there are levels in DOOM where I think it's almost necessary to
- > >make use of the specific behaviour of the monsters. If they were to run
- > >around obstacles in new ways, things could get difficult.
- > Do you have a specific example? I don't recall such a case. Do you remember,
-
- On the level I'm on now (22 I think) for example, there are a whole bunch of
- caco-demons in a star-shaped chamber. In the middle is a rocket launcher
- IIRC. Anyway, if those things had followed me only half intelligently I
- don't think I'd have had a chance (I'm still getting killed, though :-( )
-
- I remember being able to do some of the other levels earlier by knowing what
- way the monsters take out of a room for example.
-
- A friend of mine once designed a level of his own where he intended the
- monsters to come up behind you as you were slaughtering those in front.
- He never made it work, presumably because the monsters wouldn't do what he
- wanted them to.
- The level would've been _quite_ difficult if it had worked!
-
- > though, how in Dungeon Master, you had to draw skeletons on some buttons for
- > them to open a door?
- > I loved this game!
-
- I've only played it for an hour or so. I've never been fond of RPGs.
-
- > >For real directional sound you'd have to phase shift an appropriate amount,
- > >which I don't think is trivial (I've never tried, though).
- > The math are easy: the phase is the time difference between the arrival of
- > the signal on the two ears of the listener. So the phase shift is just
- > proportional to the difference between two distances. So you just have to
- > compute two distances before playing each sound. The technical aspect
- > shouldn't be too difficult to work out. IMHO.
-
- Yes, you're right, it shouldn't. But since I've never seen (heard) a game,
- and perhaps not even a record, do that, I'm not so sure.
- It would be interesting to test...
-
- > Well, in fact, I found that substation's sound was very dirty. I don't see
-
- I've not tried it yet.
-
- > what is so great about this program anyway. (hope you're not a friend of the
- > authors ;)
-
- It didn't seem the least bit great to me either, but then I've never tried
- doing anything like that before.
- And no, I do not know any of the authors.
-
- > >Ooops, my train is leaving in a couple of minutes!
- > Hehe!
-
- I missed it actually. That's the first time for _very_ long I've done that.
- Fortunately there was another one about 70 minutes later.
-
- Regards,
- Johan
-
- --
- Chalmers University | Why are these | e-mail: d8klojo@dtek.chalmers.se
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