[Coco] Has anyone done an Angry Birds port on the CoCo?

Roy Lores cyberpunk at prtc.net
Tue Oct 30 19:26:25 EDT 2012


With all due respect Steve there is a lot of things that others have 
accomplished on the CoCo that most if not everyone at one time said 
could not be done. The CoCo  is too slow for a 3D engine let alone a 
textured one and yet one was developed and a game to boot and recently 
they have developed a textured 3D engine as well. So there are 
precedents of many things deemed impossible for the CoCo and have been 
proven wrong. perhaps Sockmaster or some other coding genious will 
create an algorithm that allows to do a reasonably fast Angry birds game.


On 10/30/2012 6:40 PM, Steve Bjork wrote:
> Gravity in real time is easy.  It's the physics engine that would be a 
> killer for the 6809.
>
> Gravity on Earth is 32.2 ft per second per second.  In real time (or 
> game frame) you just added your constant rate for Gravity to the 
> downward vector.  While real life is 32.2 ft per second per second, 
> you just need to play with the constant till it looks right.  That all 
> works if you have constant frame rate.
>
> This simple type addition the 6809 can do well.  Now, dealing with 
> object to object collision vectors with varying mass needs a good 
> physics engine and would take the CoCo seconds to deal with each 
> object.  Just way too slow for a game.
>
> The CoCo was great basic computer for its day.  But a lot has happen 
> to advance computers since the 1980's and trying to put a modern game 
> like Angry Birds on the CoCo would only show how far behind the times 
> the old system is.
>
> Steve
>
> On 10/30/2012 12:16 PM, Bill Pierce wrote:
>> I actually thought of doing an Angry Birds clone. But to do it right 
>> requires a lot of gravity calculations and on the Coco, that would be 
>> a lot of math and math isn't my strongest point.
>> I've sat and played Angry Birds for hours just to study the way 
>> things work and the gravity is what makes it unique. The way the 
>> boards and blocks fall and react to each other is the game's challenge.
>> The graphics would be the easy part. Someone do the math, I'll do the 
>> graphics :-)
>> Angry Birds is in Java (I think) which has APIs similar to DirectX 
>> and I know DirectX has built in gravity functions. To write a similar 
>> API for the Coco would be a feat. I've done a lot of 3D programming 
>> in Windows with DirectX and it's all done for you. You just set up 
>> the objects, fill in a few values, and set the trajectory. The rest 
>> is done by the API.
>> Though, a much simpler version might be done. Just not as much action 
>> and reaction.
>>
>> Bill P
>>
>> Music from the Tandy/Radio Shack Color Computer 2 & 3
>> https://sites.google.com/site/dabarnstudio/
>> Bill Pierce
>> ooogalapasooo at aol.com
>>
>>
>>
>>
>> -----Original Message-----
>> From: Roy Lores <cyberpunk at prtc.net>
>> To: CoCoList for Color Computer Enthusiasts <coco at maltedmedia.com>
>> Sent: Tue, Oct 30, 2012 2:50 pm
>> Subject: [Coco] Has anyone done an Angry Birds port on the CoCo?
>>
>>
>> So has anyone done an Angry Birds port on the CoCo?
>>
>> I think it would be a nice game to port if they did and a good way to
>> showcase CoCo's abilities once more...
>>
>>
>
>
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