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- Hi, everyone.
-
- Since the file I got from ftp.gcr.jussieu.fr was corrupted
- (yes, Bertrand, it _WAS_ :-( ), I didn't have a look at it...
-
- I just get it again from its original place.
-
-
- Here is a little idea about wall colision:
- - player is at (Xplayer;Yplayer), looking at (Xlookat;Ylookat).
- - he wants to move in the direction (Xmotion;Ymotion), at the speed (Xspeed;Yspeed)
- - the player's motion engine ask the wall-collision engine where the player would be
- with such a motion;
- - the wall-collision engine answer a new position (XplayerNew;YplayerNew) that has
- been computed according to walls definition and monsters positions. I mean if the
- player is front of a high wall, with his nose on it, then
- (XplayerNew;YplayerNew)=(Xplayer;Yplayer).
- If the player is near a wall, the new position computed will be in fact a 'slide'.
-
- I might change this after having read the UDS.
-
-
- He! I just receive a mail from Raphael Lemoine...
- Welcome Raphael in BM's mailing list! :-)
- You said:
-
- > [...] The last DSP-Debugger version is 1.08.
- > It's status is freware (Atari France gave us the rights to put it freeware,
- > just before closing). If anybody is interested, I can upload it to this server.
-
- This is a _VERY_ good news... :-))))))))))))))))))))))))))))
- Do you know the status of Motorola's official DSP-assembler?
-
-
- > Last thing: I usually use elm under Linux, for my mail, but since I've got a
- > lot of Windo*s work currently, I've installed Eudora. Is this message ok?
- > Aren't the line too long, or something else? Sorry if this is the case:-(
-
- No problem for me.
-
- Bye.
- Fabrice.
-
-
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- # / / /--('')--\ \ \ | Fabrice GIRARDOT | #
- # / / / / \/ \ \ \ \ | C,ASM MC680x0,DSP56001 | #
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