Rather than rely on a few heavy and costly ships, a new weapons system was designed to fit smaller, more numerous vessels, while maintaining sufficient striking power. This weapon was fitted to 4,000-ton Kynda class cruisers and replaced an initial plan for 30,000-ton battlecruisers armed with 305mm and 45mm guns. The SS-N-1 was a powerful but rather raw system, and it was soon superseded by the SS-N-3 Shaddock. The P-15 was not the first anti-ship missile in Soviet service that distinction goes to the SS-N-1 Scrubber, and to the aircraft-launched AS-1 Kennel. ĭespite its large size, thousands of P-15s were built and installed on many classes of ships from torpedo boats to destroyers, and coastal batteries and bomber aircraft (Chinese versions). Other names for this basic type of missile include: HY-1, SY-1, and FL-1 Flying Dragon ( Chinese designations typically differ for export and domestic use, even for otherwise identical equipment), North Korean local produced KN-1 or KN-01, derived from both Silkworm variants and Russian & USSR P-15, Rubezh, P-20 P-22. China acquired the design in 1958 and created at least four versions: the CSS-N-1 Scrubbrush and CSS-N-2 versions were developed for ship-launched operation, while the CSS-C-2 Silkworm and CSS-C-3 Seersucker were used for coastal defence. Its GRAU designation was 4K40, its NATO reporting name was Styx or SS-N-2. This allows for replacement of Flash games with Ebiten games (although the WASM binary is 7 megabytes, which is quite large for a simple game like minesweeper).The P-15 Termit ( Russian: П-15 "Термит" English: termite) is an anti-ship missile developed by the Soviet Union's Raduga design bureau in the 1950s. When running the game on a lower resolution, for instance the WASM build in a small iframe the performance was perfect. Games with more moving elements on the screen benefit more from the (direct) drawing method than a game like minesweeper. Especially when running full screen on a full-HD screen with a low power CPU/GPU you could visibly see the dropped frames (not achieving 30 fps). Next I had to test for performance and I've found that performance was good, but not super. This was quiet some work, but it simplified porting the code from Pythonista to Ebiten and as a bonus it may come in handy in a next port (if I will do another). I decided that I didn't want a tight integration between the game logic and the drawing logic, so I decided to implement those concepts myself. This makes it harder to organize your screens and graphics. Instead it provides just the method "DrawImage" that can draw onto the canvas. Unlike what I expected, the Ebiten engine does not have the object oriented concepts like Sprite, Layer and Scene that I was familiar with from Pythonista, Flash, Flex and the like. This project really was like a code kata and it proofed to be a great learning experience and a lot of fun to build. I have ported that implementation to Go using the Ebiten game engine, which can compile to Web Assembly. It was an implementation of Minesweeper in Python and it was optimized for touch usage. It was already 7 years ago that I wrote Minesweeper for a the iPad on the iPad (using Pythonista).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |