Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!watmath!clyde!burl!ulysses!bellcore!decvax!decwrl!glacier!oliveb!3comvax!mykes From: mykes@3comvax.UUCP Newsgroups: net.micro.amiga Subject: Re: Help with Animation Message-ID: <523@3comvax.UUCP> Date: Wed, 28-May-86 14:03:59 EDT Article-I.D.: 3comvax.523 Posted: Wed May 28 14:03:59 1986 Date-Received: Fri, 30-May-86 20:12:38 EDT References: <236@jimi.unlv.UUCP> <237@hp-sdd.UUCP> Reply-To: mykes@3comvax.UUCP (Mike Schwartz) Organization: 3Com Corp; Mountain View, CA Lines: 19 In article <237@hp-sdd.UUCP> nick@hp-sdd.UUCP (Nick Flor) writes: > >Now, will someone help me with my FFP problem. Does someone have a program >that actually uses the SPSin, SPCos routines? I can't seem to get it to >work. And I don't want to single step with WACK again... >And is the net interested in a Robotron-like game? > >Nicko >-- > How about this for a trick (I bet it is even faster than FFP). The standard video game trick is to use your fixed point math and a calculator to generate a lookup table of sines/cosines. The overhead of the lookup has got to be a lot less than the subroutine call to the FFP routine, it can be stored in an optimal format (you should be doing all of your object locations in fixed point). As a matter of fact, I think I will post a short tutorial on how the "true" coin-op arcade machine operating systems worked (I used to write video games for Stern, makers of Berserk, Scramble, Super Cobra, etc.).