VECTORLIST - The Mailing List For The Technical Discussion of Vector-Based Arcade Games

October_1999
Re: Vector Emulation


From: Aaron Howald ( )
Date: Wed Oct 06 1999 - 02:04:33 CDT


----- Original Message -----
From: Paul Kahler < >
To: < >
Sent: Tuesday, October 05, 1999 7:05 AM
Subject: Re: Vector Emulation

> A fixed percentage each frame was my first thought, but that gives a nice
> exponential decay and I'm not so sure that's the right characteristic...
> Also, to do it right you should have more than 8 bits per pixel. Remember
> you want *seconds* of persistence on Asteroids - that's a lot of frames to
> persist through :-) The main thing I wanted to get someone working on was
> texture mapping the "glow" around the vectors. Now that I think of it,
that
> could also be used to "defocus" the beam for those fuzzy Star Wars
vectors.
> There I go thinkin' again...
Funny you should mention foucus... :*)

(A bit open-ended, I know, but all will be revealed soon...)
>
> BTW, finding an old high persistence monitor is not my idea of the
> correct solution. I want 1600x1200 with the texture mapping AND decay,
that
> should look *better* than the real thing - except for the brightness of
the
> bullets... Just can't win can you?
>
> Hey, this is the most vectory stuff I've posted in a while :-)
Same here!!

Aaron Howald

> --
> ___ __ _ _ _
> | \ / \ | | | || | Engineer/Programmer
> | _/| || || |_| || |__ " What makes someone care so much?
> |_| |_||_| \___/ |____) for things another man can just ignore.
" -S.H.
>
>


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