Alien Space Beetles Update

Miscellaneous Forums/Blitz Showcase/Alien Space Beetles Update

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same flaw you'll find in every FPS game
not strictly true as it only defines mouse look speed not player movement speed. Anyway, yeah there isn't a way around unless keys are used which you are trying to avoid of course.

hmm, re: the 0.5 thing. My method gives proper rounded figures where 0.5 always rounds up, that's all. The way you've chosen to apply it with it having to start at -0.5 to ensure 1 second on a pixel is pretty obscure. In the case of stars, who cares if the first one is only on the same pixel for half the time? Having said that, your plain floor method should result in just as smooth stars as mine, I've just calculated (due to its consistency), so it doesn't really matter plus, yours is faster. Be in mind the 0.5 method though as I'm sure it can be useful for games where the objects have x and y coords and move in non-integer jumps. When I was coding Iron Fist I ran into problems just using floor when doing gravity and landing on platform calculations, can't remember why, but the rounding business sorted it out.

Anyway, I look forward to seeing you next version!

[edit]ooh I forgot to ask, is the collision pixel perfect or not. Mine is but I found that it can get slow with loads of bullets on screen, so I'm going to make the bullet collision areas rectangle and keep the aliens (and your craft) pixel perfect. This will reduce the collision overhead by a lot I'm sure. Furthermore I found a massive optimisation with collision detection in Iron Fist. Previously I was testing all objects against all objects, a cartesian join. I thought that blitz would go, nah this rectangle is nowhere near that one and thu skip the collision code. But on a hunch I made my own wrapper around the collision routine to check if the man was in the same vertical column as other objects, and if so then only test those objects. It sped up my collision routine massively! Hard to believe that an optimisation like that would make any difference (if the blitz internal code was supposedly already efficient) but it did, trust me, try it yourself!