Search found 4 matches

by matheusbn
Fri Mar 07, 2014 12:12 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 615392


Again: I was just wanting to help with pick up problem and maybe see if the game "could" play faster (decreasing the array access).


Sorry if I sounded harsh - just trying to point out that most of the arrays are needed. Iffen I were trying to speed up object finding, I'd probably make a hash ...
by matheusbn
Thu Mar 06, 2014 7:49 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 615392


Anywho, like I said, you might want to look over the source before deciding arrays can just be tossed out or replaced.

Hi Chilly Willy,

Well, like I said above I understood his design and the reasons why it were chosen. I was just trying to give him some ideas for the item pick up problem that ...
by matheusbn
Thu Mar 06, 2014 3:41 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 615392

Hello, Matheus, welcome to SpritesMind...

Hi, gasega68k

First of all, I forgot to say that you're doing a great job on this port. Congratulations.

So based on what you said, I think I understood your design:


The game is made with maps of 64 x 64 cells or grids (called tiles in the engine ...
by matheusbn
Wed Mar 05, 2014 6:05 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 615392


The way you grab objects is done in the engine to draw, if visible, if is in a specified distance forward, and in a given distance from the center to both sides, (these values can be changed), this is a very efficient way to test collision with objects, because this way is only tested the objects ...