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Author Topic: Angry Birds 68k  (Read 7232 times)

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Offline psxphill

Re: Angry Birds 68k
« Reply #29 from previous page: 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 itix

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Re: Angry Birds 68k
« Reply #30 on: April 21, 2013, 02:17:05 PM »
Quote from: LoadWB;732457
I'll give you the last point, but the K790 was released in 2005.  The 3D processor would be largely irrelevant as it's hardly ever used, and the ARM processor is largely irrelevant given the nature of Java Platform.  I believe it's a 137MHz ARM running a Java byte-code interpreter.


It is roughly 20 years newer design than MC68000. 68000 cant do floating point calculations in hardware and even simple integer add/sub operations take several cycles to complete.
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Offline Karlos

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Re: Angry Birds 68k
« Reply #31 on: April 21, 2013, 02:47:13 PM »
While Angry Birds is a simple game, the rigid body physics used aren't that easy to implement for a slow processor. You are essentially dealing with a set of rectangular 2D shapes that can be rotated through any angle and require reasonably precise collision detection. Each frame, you need to calculate the forces acting on each part, move them all accordingly by some small time delta and recompute their new positions. Any colliding bodies need to be then solved, which will result in a change in the forces acting on each of the bodies involved. Obviously, there are damping effects to apply which mean you can stop calculating the position of any body that has reached a reasonably steady state (until it is hit again), but it's all rather non-trivial. A lot of 2D vector arithmetic and normalization.

And all that comes before you have to render the frame, which would at least require a lot of rotated versions of sprites if you weren't going for a straight 2D texture mapper.
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Offline psxphill

Re: Angry Birds 68k
« Reply #32 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.
 

Offline utri007

Re: Angry Birds 68k
« Reply #33 on: April 21, 2013, 05:49:24 PM »
Angry birds is complex game, it is impossible to make 2 identical hits. Buildings collapse always different way.
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