The Basics of Sonic Physics

The (very most barest) basics are explained in this five-minute video from Game Facts Special:

The (impossibly detailed) specifics are on Sonic Retro. Warning: you have no idea.

Can I summarize them briefly? Not really, but here’s the basics. The tiles link to a list of heights for that tile. If Sonic is traveling vertically up a wall, then the heights count as widths. If upside-down, then the inverse of the tile’s heights are used.

Every frame, Sonic emits four or five “sensors,” basically raycasts, around his feet and head. Those indicate where he’s standing and where the ceiling is. If he’s traveling vertically the rays are rotated 90 degrees in the proper direction, and for an upside-down Sonic they’re rotated 180 degrees. Additionally, each tile has a record of what its angle is, and that’s used for things like how it affects speed and what angle Sonic should jump at.

When going around a loop, Sonic’s sensors remain as normal until up past 45 degrees up the first ramp. Then his sensors rotate, and he’s now going up. 135 degrees around the loop, it rotates again, and again at 225 degrees, and one more time at 315 degrees. The same height values get used for each slope, just used for different purposes. It’s surprising it works as well as it does, really.

Macromedia Director Support in ScummVM Improves

News from the Mastodon of blogfriend Anatoly Shashkin, the increasingly inaccurately-named ScummVM project, which started way back in 2001 as an engine to play classic Lucasarts adventures but has since expanded way beyond that remit, will be getting improved Macromedia Director support!

It’s already available in its testing version, so if you want to play around with some new older games (many of them Japanese titles), go have a look!

ScummVM: Let me take you to the time warp!

Stockfish

Sometimes I feel that we lean on the Retro portion of our remit a little too heavily. Josh Bycer (Website! Twitter! Youtube! Discord!) helps by providing much of the Indie.

That leaves Niche. The romhack scene, which we’ve started covering regularly on Thursdays, fills out that in that area a bit, but there’s still a lot of subcultures out there that could use a better look.

Icon for Stockfish

One of them is that around internet board games, and the biggest of those is, of course, the game of chess. The basis of chess is subtly different from that of video games, or even most other board games. Chess is deep enough that there’s a sense of mathematical purity to it. Petty human considerations seem to be disregarded in favor of finding the objectively best moves to make given a situation.

This is the road that has led us to the phenomenon of the chess engine, a computer program that plays chess. For a few years now computers have been known to beat the best human players, but far from ruining the game, the best human grandmasters now use computer programs to train. And far from requiring a supercomputer like Deep Blue, now ultra-high-level computer chess is in the reach of the ordinary user (who happens to be handy with a command prompt), in the form of the open-source engine Stockfish.

Stockfish is only a chess engine; it has no UI. Instead, graphic chess playing programs include it, interfacing with it through the Universal Chess Interface.

By the way! Did you know there’s a such an object as a Universal Chess Interface? Truly, as my pal the King of All Cosmos says, Earth has a lot of things.

Stockfish is thought to be the strongest chess-playing engine in the world, and you can use it yourself on your own computer! Maybe it is the future after all.