That XBetza supports it also means you should be able to generate the GAME code for it with the Play-Test Applet. It could be slow, though.
This because the implementation works through decomposing the slide as a number of lame leaps of various distances. So it retraces the same complete path many times, each time a bit longer, rather than just adding the next step to an already verified path.
The Betza interpreter in the GAME code would allow you to do the latter; it has a special format for storing 'irregular slides', (for the benefit of crookev and circular pieces), where each leg indicates through a special flag that the move can also terminate there. (By default all legs of a move would have to be performed.) So that you only have to store the maximum-length move. To get a faster version you could generate GAME code with the Rhino defined as zB, and then hand-edit the step vectors in the generated table to turn them into Rhino moves.
E.g. one of the 8 zB trajectories appears in the table as
That XBetza supports it also means you should be able to generate the GAME code for it with the Play-Test Applet. It could be slow, though.
This because the implementation works through decomposing the slide as a number of lame leaps of various distances. So it retraces the same complete path many times, each time a bit longer, rather than just adding the next step to an already verified path.
The Betza interpreter in the GAME code would allow you to do the latter; it has a special format for storing 'irregular slides', (for the benefit of crookev and circular pieces), where each leg indicates through a special flag that the move can also terminate there. (By default all legs of a move would have to be performed.) So that you only have to store the maximum-length move. To get a faster version you could generate GAME code with the Rhino defined as zB, and then hand-edit the step vectors in the generated table to turn them into Rhino moves.
E.g. one of the 8 zB trajectories appears in the table as
When you change all the (1,1) steps into (1,0) steps it becomes an efficient Rhino implementation: