Subject: Re: Jeffery Stanton From: Joseph R Regan Date: Wed, 28 Jun 2000 10:35:46 -0700 Organization: Tamra E Regan Reply-To: jrregan@zdnetmail.com Message-ID: References: <02e6ls8eta6b14dan1g6qmnimrn9gjlrdj@4ax.com> <3957a973.251941876@news> X-Newsreader: Forte Agent 1.8/32.548 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Newsgroups: comp.sys.apple2.programmer NNTP-Posting-Host: 1cust134.tnt1.san-antonio2.tx.da.uu.net 63.14.132.134 Path: lobby!newstf02.news.aol.com!portc01.blue.aol.com!howland.erols.net!newsfeed.cwix.com!cpmsnbbsb04!cpmsnbbsa09 Lines: 31 On Mon, 26 Jun 2000 19:09:44 GMT, CUTblakeney@home.com (Jeff Blakeney) wrote: > >Why would you want to do this? Just out of personal curiosity? > >+------------------------------------------------------------------------+ >| Jeff Blakeney - Dean of the Apple II University in A2Pro on Delphi | You got it! Curiosity! How do they do it? What are the little tricks? Etc. One that immediately comes to mind, was the screen update routine that Lord British wrote for Ultima ][. The method that I had thought of to use for such a function wasn't the approach that was used. It was much more compact and a heck of a lot faster. Remember Rescue Raiders? How did they do that realistic missile launch and track? It was the coolest thing I had ever seen! I wanted to see what they did to do that. Or, in present day terms... What factors were used in the physics model for the launch, track and impact of the defensive missles? Heck, I don't think most programmers even thought that formally when they were writing these games. Physics model, right! Flight model, yeah sure! More likely, "Add a flittle fudge factor to swing it's butt. It'll look more realistic." Joe