• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Triad_prague

Did the first pong game use continuous collision detection?

6 posts in this topic

The title says it all, I've been wondering how did the old pong game calculate collision detection, as the ball can move so fast but I never experience a collision miss as I play the game. What technique did it use back then? I don't believe it used continuous collision detection as the machine was way too limited in all aspect IMHO :huh:
0

Share this post


Link to post
Share on other sites
What makes you think so? It's a simple line-vs-line test with one line being static and screen aligned, making the calulation even simpler.
That being said, I have actually no idea how they did it. ;)
0

Share this post


Link to post
Share on other sites
line vs line test...but for the old pong isn't it too overkill? I mean I thought they used a simpler approach, but I don't know what it is :( so I ask you guys hehe..
0

Share this post


Link to post
Share on other sites
actually I just read that it wasn't even programmed, but hardwired in an electronic circuit. =)
0

Share this post


Link to post
Share on other sites
Well they could just calculate the time it takes for the ball to reach the next obstacle every time it changes direction and then check whether to make it bounce or let it continue along the path right?
0

Share this post


Link to post
Share on other sites
actually I don't know how they did it but something like this should work:
[code]

//ball is an object with velocity (vx and vy) and a position (x and y)

while (gameIsRunning){
ball.x += ball.vx
ball.y += ball.vy
if (ball.x < leftPaddel.x || ball.x > rightPaddel.x){
//move ball back so it won't penetrate the paddels
ball.x -= ball.vx
ball.y -= ball.vy
//"collision response code"
ball.vx = - ball.vx
}
}
[/code]

this will look like it froze for one frame every time it hits a paddel but nobody will notice
1

Share this post


Link to post
Share on other sites
There's no reason it couldn't be continuous collision. 2D capsule vs AABB; pick the AABB based on the direction of the ball. Old games weren't necessarily simple; look up "Elite" some time.
0

Share this post


Link to post
Share on other sites
[quote name='Narf the Mouse' timestamp='1325306082' post='4898364']
There's no reason it couldn't be continuous collision. 2D capsule vs AABB; pick the AABB based on the direction of the ball. Old games weren't necessarily simple; look up "Elite" some time.
[/quote]

On topic of complicated games, iirc I've read an article about Pac-Man's AI. Turns out, that the behavior of the monsters wasn't all that random. I always thought they were random and the fact that they ganged up on me so quickly (not to mention that they followed me everywhere) was just a terrible fate of luck, but as I found out, I think one of the monsters was programmed to chase you directly and two would try to cut you off. The fourth one was more of a wild card. To me it seemed like a fairly complex AI at the time.
0

Share this post


Link to post
Share on other sites
If you mean the [i]really[/i] old one, then the game was analog. No processor, no algorithms. Collision was detected with comparator circuits comparing voltages representing the positions of the ball, paddles, and the field. [url="http://www.electronixandmore.com/project/scopepong/"]Check this page for a circuit and description of an analog pong game.[/url] Fun stuff!
1

Share this post


Link to post
Share on other sites
Some of the early games used some sort of sprite collision algorithm. It might been a simple AND operation between two opacity bit masks, representing each respective sprite. These were relatively fast, because you could test 8 pixels in a single AND instruction.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0