Board Thread:General Discussion/@comment-24454571-20140129145125/@comment-24454571-20140201021130

^_^

I'm prone to brainstorming extremely vague ideas!

Anyway, I just want to make something!

I haven't tried to do much in PTC yet; last time I create a blue cross-hair using 4 seperate GLINE commands, and was pretty sure I knew how to make it move around the screen by using some buttons, and also have it stop at the edges of the screen...

but I never quite got around to completing that yet - maybe because I'm looking for something more engaging to make - if as Randomouscrap says though, that PTC is pretty slow (and there aren't any concievable inventions that would remedy this?) then it seems as if some of the more SUBLIME ideas, such as building an RTS game are not very probable...

Yet! I still don't know how to manipulate the computer very well...

As I let on, the various mathematical commands like SQR and COS completely elude me in practicality, I still don't know how to manipulate ARRAYS, or subroutines in every fashion possible, or really in more than one way which I've seen in an example before.

I just have those vague ideas that I told you about where... for example, I like the idea of creating a grid, and any position on that grid could be occupied by a value that corresponds to a 'sprite'/'unit'/(framework we created), and while two values occupy the same space that counts as collision, so in an equation meant to simplify this scenario, say... the computer tells the value U to move into X,Y, which is occupied by T, then if...

See, I don't even know - but I think there's a solution there, where the computer can do as little amount of counting as possible - say, if a sprite is composed of a 4x4 square, then the computer only needs to keep track of the 8 lines surrounding it, unless under some other situation the 4 lines inside of it need to be used...

So... if U were just one pixel and T were just one pixel, wouldn't there be some way to compare the two points and the line between them with a greater than or less than statement, to see if the space that U is trying to occupy is occupied by T?

I can see how with a more complex shape that... the computer would have to take it's time to calculate, before allowing the process of that shape moving in a direction, all of the different points first - but that doesn't really seem that complex to me, assuming that you were capable of simplifying the process down to it's most minimal necessities...

Do you really think that using the included commands is superior to something that is inventive in most cases? Of course, barring where those inventions would better suit your needs WHILE managing to be resonably CPU intensive?