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RealSports Curling


Ryan Witmer

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No new pictures, since my recent work hasn't really produced any visual changes.

I now have boundary detection in place, so rocks that hit the edge of the sheet will be removed and the game will advance to the next shot. I also enforce a foul (loss of shot) if the player doesn't release the rock before the front hogline.

This is all great, but the big accomplishment is that I've put the curl in the curling game!

I've got an algorithm put together that applies the spin to the rocks, allowing you to throw them in an arc. This is just my first attempt, it will undoubtedly need a lot of tweaking. One of the problems that I'm having is that the game relies on the analog nature of the 5200 joysticks and getting that to work well in emulation is difficult, especially on my little laptop. I'll need to spend some time this weekend camped out in front of my Atari throwing rocks with the real controllers and making code adjustments.

One thing that amazed me while writing Ratcatcher and still amazes me now is how much can be done with relatively little code. Right now, I'm using about 4KB out of the 32KB available, and most of the really hard work is already done. I have a lot of neat options and stuff that I'd like to add, and I'm happy to see that I should have plenty of space for them.

I'm also freaked out a little by how far you can stretch 16KB of RAM. I was worried for a bit that I wasn't going to have enough, but when I actually sat down and mapped out my usage, it's like I've got more than I can use. A good thing, of course!

Once I'm happy with the curling algorithm, I need to start thinking about rock interactions. This will be, by far, the most difficult part of this project. Once I find an acceptable way to handle collisions, the rest is just details.

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