Mayo
Zapper
Messages: 105 Location: Schleswig-Holstein
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Created: 2005-10-29, 08:30 AM CET Subject: Re: TobEd (for Remake)
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I mean, that is not a problem. For the first game logic module I have already counted the number of frames in the original game, which all the elements need for their actions, e.g. the spiders and the most robots need 16 (or was it 32? it was a long time ago) frames to move from one floor to the nex floor.
Then I calculated the average duration, which the spider and the robots need for their movements from one to next floor element: 4 seconds.
In original ToB some big towers needed more time for rendering each frame and some small towers have high values of FPS. The result:
step_with = constant time_diff = NOT constant. step_with / timediff = NOT constant ==> simpler collision algorithm and logic.
In RToB and other 3D games today the step width between two frames is NOT constant and the duration between two frames (FPS) is NOT constant, but the ratio of step width and the time difference (duration) is constant! The result
step_with = NOT constant. time_diff = NOT constant. step_with / timediff = constant
That is the reason, why RToB can't emulate 100% (or better simulate) the original game.
You are right, when you say, that (R)ToB is not the reality and time differences are fixed-point values with unknown but not infite precision, but I have NO constant step width between two frames, so maybe between two frames a spider can move between two floors and more (this has to be very slow PC :D). I solve this simply by setting maximal and minimal limit for calculated step width.
____________________ ToB Remake - http://www.tower-of-babel.info Homepage - http://www.latzig.de
[edited: 2005-10-29, 08:45 AM CET by Mayo]
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