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project:atari_asteroids_autoplay [2013/03/17 05:28] – [3/16/2013 @ 9:07pm] smark | project:atari_asteroids_autoplay [2013/03/17 05:31] (current) – [3/16/2013 @ 9:07pm] smark | ||
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- | Looking at the math here there is an entire screen refresh approximately every 14ms. Do I think I can write code efficient enough to process several thousand points minimum in less than 14ms? I don't really know how long 14ms is in the programming world, but I think even if the application is multithreaded and I have one thread for each interface (1 for each: Beam On/Off, X Position, Y Position, Game Processing) I don't think I can be quite that efficient. I think now would be a good time to give up on the strategy of processing each frame. Even if I process | + | Looking at the math here there is an entire screen refresh approximately every 14ms. Do I think I can write code efficient enough to process several thousand points minimum in less than 14ms? I don't really know how long 14ms is in the programming world, but I think even if the application is multithreaded and I have one thread for each interface (1 for each: Beam On/Off, X Position, Y Position, Game Processing) I don't think I can be quite that efficient. I think now would be a good time to give up on the strategy of processing each frame. Even if I process |
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Now that we're moving in that direction... What do I know? The Vector State Machine seems to be a complicated beast. I believe basically the CPU sends a pulse to the Vector State Machine to turn on. It starts its drawing timers and such and immediately starts reading from the vector RAM. It swaps back and forth between reading and executing until the vector RAM is empty, then it turns itself off and waits for the next command. I'll need to decide on one of two approaches: | Now that we're moving in that direction... What do I know? The Vector State Machine seems to be a complicated beast. I believe basically the CPU sends a pulse to the Vector State Machine to turn on. It starts its drawing timers and such and immediately starts reading from the vector RAM. It swaps back and forth between reading and executing until the vector RAM is empty, then it turns itself off and waits for the next command. I'll need to decide on one of two approaches: |