Date: Tue, 16 Mar 2010 23:21:12 -0500
To: cctalk at
classiccmp.org
From: jfoust at
threedee.com
Subject: RE: great abandonware for your classic PC
At 11:03 PM 3/16/2010, Randy Dawson wrote:
I'll get flames on this I'm sure, but old
code has been out of the can for as long as the internet and BBS existence. If you cant
make money on it, let the old stuff go. Or better yet, let your energies be directed
somewhere else, stop worrying about your title on the net, because there is nothing you
can do about it anyway.
Really? :-)
At 04:06 PM 3/10/2007, Randy Dawson wrote:
I have Stardent (Kubota) Dore' running today
and porting my old app to it.
I wrote the PC roller coaster simulator, COASTER. I want to re-spin it, now that fast GPU
hardware has finaly arrived and in every PC.
So you're handing out the source to the old one, but writing a new one?
- John
Sure, and more than that, post the new beside the changes, with details of lessons
learned.
As Jim Leonard said, us developers are more than happy to talk about the design challenges
and how we solved them. I had many cool tricks to do real time on the PC, and could write
a chapter on it. Most of the code we all write are what I call 'tiny circuits',
little nuggets that perform some cool logic thing. One tiny module hooks to another and
performs something all together different and cool. In my case, I would be glad to show
the code, and talk about it for:
Calculating the acceleration, and accumulating the velocity based on the slope of track
segments (Euler integration)
Determining the camera view matrix from the 3d model as you ride the coaster (some smart
guys from the NASA dynamics group gave me the shuttle fortran for quaternion to 3d
rotation matrix)
circular list of EMM pointers, of the next block to load, the next block to play, based on
the PC timer
I had limited space, 13 disks, so I looped the audio, for the coaster chain, the screams
and coaster sound, picking up the appropriate track segment to associate the sound
samples.
My intro to each coaster, was a cad animation of the ride geometry constructing, I used a
file of Tek 1410 vectors and a simple parser to read and do the cad drawing, rather than
have the model in memory, and a 3d cad engine, everything was pre-generated to make it
small and play back fast.
Randy
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