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 thread  Author  Topic: Forces Of Darkness - winner of SyntaxBomb contest!  (Read 130 times)
kigohhere
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xx Forces Of Darkness - winner of SyntaxBomb contest!
« Thread started on: Nov 10th, 2017, 03:06am »

Congratulations!!! cool

Well done!
https://www.syntaxbomb.com/index.php/topic,3640.msg8717/
« Last Edit: Nov 10th, 2017, 7:37pm by kigohhere » User IP Logged

Richard Russell
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #1 on: Nov 10th, 2017, 2:44pm »

on Nov 10th, 2017, 03:06am, kigohhere wrote:
Congratulations!!! cool Well done!

And extremely well deserved. I am, as always, in awe of David Williams's work, and having been adapting his code for the last few days I find it incredible that he was able to write it in such a short time. It's also proving to be a perfect testbed for what BBCSDL's hardware-accelerated 2D graphics can achieve.

Richard.
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #2 on: Nov 10th, 2017, 7:50pm »

on Nov 10th, 2017, 2:44pm, Richard Russell wrote:
And extremely well deserved. I am, as always, in awe of David Williams's work, and having been adapting his code for the last few days I find it incredible that he was able to write it in such a short time. It's also proving to be a perfect testbed for what BBCSDL's hardware-accelerated 2D graphics can achieve.

Richard.


It seems that David William is a skilful game programmer!

BBCSDL is a very nice and appropriate programming language for game programming! cool
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #3 on: Nov 10th, 2017, 9:18pm »

For comparison purposes, here is BBCSDL running Forces of Darkness (mostly, there are a few things left to do) using 100% BBC BASIC code whereas David's original competition entry uses BB4W plus his GFXLIB library (largely written in assembly language):



The performance is comparable, but the BB4W+GFXLIB version is able to do pixel-accurate collision detection whereas the BBCSDL version is checking for overlap between rectangular bounding boxes.

Richard.
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #4 on: Nov 10th, 2017, 10:16pm »

on Nov 10th, 2017, 9:18pm, Richard Russell wrote:
For comparison purposes, here is BBCSDL running Forces of Darkness (mostly, there are a few things left to do) using 100% BBC BASIC code whereas David's original competition entry uses BB4W plus his GFXLIB library (largely written in assembly language):




Excellent! BBCSDL is as good as BB4W(with GFXLIB library) now.

If David Williams joins future competitions of SyntaxBomb and uses BBCSDL to write those games, BBCSDL can nicely and easily be promoted!
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #5 on: Nov 11th, 2017, 10:20am »

on Nov 10th, 2017, 10:16pm, kigohhere wrote:
BBCSDL is as good as BB4W(with GFXLIB library) now.

I'd love to think so, but (as David would be keen to point out himself) there's an issue regarding collision detection. With BB4W+GFXLIB the rendered bitmap is in user memory and FOD very conveniently 'borrows' the alpha byte in each pixel to hold an object ID. So collision detection is 'pixel perfect'.

BBCSDL however passes responsibility for rendering to the GPU and the bitmap is stored in video RAM, making it either inaccessible from the main CPU or only very slowly; this rules out 'private' use of the alpha byte. Therefore FOD uses intersection of bounding rectangles for collision detection, which (at least for some object types) is not very satisfactory.

How do other games writers tackle collision detection? Is it a built-in feature of some games engines, and if so how does it typically work?

Richard.
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xx Re: Forces Of Darkness - winner of SyntaxBomb cont
« Reply #6 on: Nov 13th, 2017, 08:37am »

on Nov 11th, 2017, 10:20am, Richard Russell wrote:
I'd love to think so, but (as David would be keen to point out himself) there's an issue regarding collision detection. With BB4W+GFXLIB the rendered bitmap is in user memory and FOD very conveniently 'borrows' the alpha byte in each pixel to hold an object ID. So collision detection is 'pixel perfect'.

BBCSDL however passes responsibility for rendering to the GPU and the bitmap is stored in video RAM, making it either inaccessible from the main CPU or only very slowly; this rules out 'private' use of the alpha byte. Therefore FOD uses intersection of bounding rectangles for collision detection, which (at least for some object types) is not very satisfactory.

How do other games writers tackle collision detection? Is it a built-in feature of some games engines, and if so how does it typically work?

Richard.



Hello,

I can say that I am only a quite good game player(first person shooter). Making game is not my strong point.

In this competition, the other games were made with Blitzmax and Monkey2.
https://www.syntaxbomb.com/index.php/topic,3592.msg8567.html#msg8567

These two softwares are free and can be downloaded and used freely.
https://www.syntaxbomb.com/index.php/topic,5.msg10.html#msg10
http://monkeycoder.co.nz/monkey2-files/

Downloading and trying them can help to improve BBCSDL and make BBCSDL more perfect for game programming!

By the way, there are many special ideas for the 3rd competition of SyntaxBomb! I suggest that you can make a game for the competition. This will be a very good promotion for BBCSDL!
https://www.syntaxbomb.com/index.php/topic,3641.msg8744.html#msg8744

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