Welcome, Guest. Please login or register.

Author Topic: Angry Birds 68k  (Read 7269 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline psxphill

Re: Angry Birds 68k
« on: April 20, 2013, 01:20:30 PM »
Quote from: mihcael;732411
i wonder the same, Novacoders comment questioning the physics requirements surprised me.
 
Moving graphics has to be more demanding then predicting where to move them. I think the MD version is limited only by the coders ability (no offence) or time applied.

Mega drive is tile based & all the rotated graphics would have to be pre-rendered. So moving them is not a problem at all.
 
Realistic physics calculations are very complicated. You might have a disorganised structure that is barely able to support itself and then something light falls onto it and it will collapse. When objects touch you have to calculate the amount of force and the direction of it, but there may or may not be an opposing force that stops it from moving. Imagine you have a tall object and then a short object, if something is moving horizontally and hits the top of the tall object then the tall object will start spinning as the bottom can't move & it will also alter the trajectory of the horizontally moving object.
 
I believe he could fake something better than what is there now, I don't expect to get anything like the original.
« Last Edit: April 20, 2013, 01:28:07 PM by psxphill »
 

Offline psxphill

Re: Angry Birds 68k
« Reply #1 on: April 21, 2013, 05:09:16 AM »
Quote from: Matt_H;732440
The physics of the Mega Drive Sonic games show what the hardware is capable of.

Where is the physics in the Sonic games?
 

Offline psxphill

Re: Angry Birds 68k
« Reply #2 on: April 21, 2013, 04:38:40 PM »
Quote from: Karlos;732491
You are essentially dealing with a set of rectangular 2D shapes that can be rotated through any angle and require reasonably precise collision detection.

The rotated graphics would need to be pre-rendered because the genesis can't do rendered graphics without extra hardware (like SVP/32x). Because the shapes are fixed then some of the data for the collision detection can also be pre-calculated.
 
But I still think the 68000 would struggle with having objects balanced on other objects.