- Now that the text info box is running, I've added a frames per second (fps) counter to monitor performance. At the moment I'm getting between 90 and 300 fps, depending on how many active objects (ships, explosion debris etc.) are active.
- The "thinking" and movement routines, now that they are fully separated from the drawing routines, have been throttled to 30 cycles per second. This means that the game plays at a constant speed, regardless of frame rate, and provides compatibility for slower machines and possible future networked play.
- All collision checking is now handled by one routine.
- Collisions are sent to a Collision Dispatch function which allocates damage and performs physics deflections, depending on which objects are involved.
- Asteroids now take damage, and blow up when struck by a ship.
The code blocks are starting to get quite large, so I will probably have to break them up into more files soon.
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