Wow, thanks!
SQRT table would be a hog indeed! I'll take a look at that pdf soon, gotta run an errand first. I suppose it covers using a dist^2 = (x^2+y^2) solution.
So multiplication is faster? XGridCurr is kinda sensitive, because it's used in the array, but I have a little padding (16px) added before the sentinels so I should be safe from strange float rounding errors I guess.
The draw stuff is all temporary, I just wanted to see what was going on.
Thanks a lot for taking time to comment!
For those who wonder what this is, I'm going to use it for stuff where I have a large persistant and active world. An example could be Asteroids, but with a much larger play area and asteroids that can all collide with each other.
I Made some quick GFX. No explosions or ufo yet. I figure I can just use rotate on the stuff, and use SetColor and LIGHTBLEND for the 2 shield layers (rotating cw and ccw to look varied and cool).
(Image removed, serverspace troubles)
SQRT table would be a hog indeed! I'll take a look at that pdf soon, gotta run an errand first. I suppose it covers using a dist^2 = (x^2+y^2) solution.
So multiplication is faster? XGridCurr is kinda sensitive, because it's used in the array, but I have a little padding (16px) added before the sentinels so I should be safe from strange float rounding errors I guess.
The draw stuff is all temporary, I just wanted to see what was going on.
Thanks a lot for taking time to comment!
For those who wonder what this is, I'm going to use it for stuff where I have a large persistant and active world. An example could be Asteroids, but with a much larger play area and asteroids that can all collide with each other.
I Made some quick GFX. No explosions or ufo yet. I figure I can just use rotate on the stuff, and use SetColor and LIGHTBLEND for the 2 shield layers (rotating cw and ccw to look varied and cool).
(Image removed, serverspace troubles)