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- Hi!
-
- >I live in Gothenburg, Sweden. You'll be able to see it on TV shortly, since
- There seems to be growing support for the atari in your country.
-
- >Perhaps 'general house keeping and such' wasn't a good expression. I tried
- >to group together everything but the actual graphics/sound. That would be
- >loading of WADs, writing of save files, menu handling, position tracking
- >etc. I think the AI had better be written in C as well if it's ever
- >going to work, at least if it's any good.
- 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
- 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,
- IMHO.
-
- >Perhaps if you want to use _every single_ cycle you've got, but there's
- >absolutely no point in doing that except for things that run say a couple
- >of thousand times per second or so (not ment specifically). On the PC side,
- >as well as most of the newer consoles, just about everything is done in C
- >or C++, with a couple of small assembly routines. DOOM itself is a good
- >example of just that.
- >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.
- We want some smoothness, and I really think we will need all the machine
- cycles we can save.
-
- >Even among programmers?
- >How can anyone live with 4Mbyte on a Falcon, let alone program on it?
- >When I've loaded all the utilities and stuff I like to have available,
- >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
- program. I use an old turbo C and have never had any memory problem. For
- assembly language, I use DevPack.
-
- >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?
-
- >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,
- though, how in Dungeon Master, you had to draw skeletons on some buttons for
- them to open a door?
- I loved this game!
-
- >Similar perhaps, but the world is much more complex IIRC. Mind you, I've
- >only played Descent for 5 minutes or so and Starglider around the same.
- Yes, descent is more complex, but the machines and programming techniques
- have evolved, too.
-
- >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.
-
- >The guys who made Substation seemed to be very proud of their sound engine.
- >Did that do more complicated stuff than directional sound?
- Well, in fact, I found that substation's sound was very dirty. I don't see
- what is so great about this program anyway. (hope you're not a friend of the
- authors ;)
-
- >Ooops, my train is leaving in a couple of minutes!
- Hehe!
-
- Regards,
- Bertrand
-
- +-----------------------------------------------------------+
- |Bertrand Le Roy |A Darwinian theory of Gravitation: |
- |bleroy@ccr.jussieu.fr|In the beginning, mature apples fell|
- |tel. 44.27.72.95 |in all directions. But only the trees|
- |fax. 44.27.72.87 |whose apples fell down have survived.|
- +-----------------------------------------------------------+
- |Laboratoire de Gravitation et Cosmologie Relativistes |
- |Universite Pierre et Marie Curie, tour 22-12, 4e etage |
- |4, place Jussieu, 75252 Paris Cedex 05 |
- +-----------------------------------------------------------+
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