Author Topic: Axe plasma  (Read 20773 times)

0 Members and 1 Guest are viewing this topic.

Offline geekygenius

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 17
  • Rating: +4/-0
    • View Profile
Re: Axe plasma
« Reply #15 on: May 04, 2012, 01:44:15 am »
Wow. Nice. Keep working!

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: Axe plasma
« Reply #16 on: May 04, 2012, 02:06:29 am »
I wonder if this concept could be helpful at all?
http://www.patrickmatte.com/stuff/physicsLiquid/
There's something about Tuesday...


Pushpins 'n' stuff...


Offline hellninjas

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 625
  • Rating: +17/-0
    • View Profile
Re: Axe plasma
« Reply #17 on: May 04, 2012, 12:10:42 pm »
I wonder if this concept could be helpful at all?
http://www.patrickmatte.com/stuff/physicsLiquid/
I broke the gator-aid D:

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: Axe plasma
« Reply #18 on: May 04, 2012, 04:02:51 pm »
Yes, I did too. It's not hard. But that's not the point I'm trying to make :P
There's something about Tuesday...


Pushpins 'n' stuff...


Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: Axe plasma
« Reply #19 on: May 04, 2012, 04:08:22 pm »
This is indeed helpful to make a water/plasma engine... but maybe not on a z80 calc ;)
As it is said, you need:
-a physic engine
-a blurring engine
-an anti-blurring engine
And make all that run on a z80 calc would be too slow I guess :(
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: Axe plasma
« Reply #20 on: May 04, 2012, 04:25:29 pm »
Well yes, to do all of that...but it doesn't have to be that complex. I mean really, the resolution on the calc allows for quite a lot of variance in the realism of any water or plasma effect you can think of.
There's something about Tuesday...


Pushpins 'n' stuff...


Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe plasma
« Reply #21 on: May 05, 2012, 03:44:17 am »
Up !

After days of works, we reach what we believe that's the fastest we can do ! Look at it running :


Very good job :)

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Axe plasma
« Reply #22 on: June 21, 2013, 03:24:55 pm »
Yay, necro post for an update :P

I asked Matrefeytontias for the source to this program because I was thinking of ways to optimise this. I was originally planning to turn a bunch of it directly into assembly, but for those that like pure Axe, I have this.

First, the original program was 900 bytes of compiled code and ran at about 3.9 FPS.

This version is 502 bytes, ~3.8 FPS:
Code: [Select]
:.PLASMA
:.by KKI+MAT
:.Full
:.Precalculs
:[FFFDF5E9DAC6B0987F664E38241509010001091524384E667F98B0C6DAE9F5FD]→GDB2
:0→θ
:Repeat getKey(15)
:L6-1→P
:L6+11→Q
:θ+1 and 31→θ
:{θ*2+24 and 31+GDB2}*8/256→D
:{θ+GDB2}*8/256→E
:.Lignes
:‾1→Y
:While Y++-32
:.Precalculs
:{Y+E and 31+GDB2}→M
:.Colonnes
:‾1→X
:While X++-48
:.Couleur
:M+{X+D and 31+GDB2}
:+{X+Y+D+E/2+θ and 31+GDB2}→Z
:.Init/Decale
:!If X and 3
:0→{P++}
:0→{Q++}
:Else
:{P}*4→{P}
:{Q}*4→{Q}
:End
:If Z≤576
:{P}++
:End
:If Z≤384
:{Q}++
:{}++
:End
:If Z≤192
:{Q}++
:{P}++
:{}++
:End
:End
:P+12→P+12→Q
:End
:DispGraph
:End
And I am sure there are some obvious optimisations left, but I am not that great of an Axe programmer :P
For those that want a little more speed and size optimisations, I included assembly code in this version:
450 bytes compiled, ~4.8 FPS
Code: [Select]
:.PLASMAZ
:.by KKI+MAT
:.Full
:.Precalculs
:[FFFDF5E9DAC6B0987F664E38241509010001091524384E667F98B0C6DAE9F5FD]→GDB2
:0→θ
:Repeat getKey(15)
:L6-1→P
:L6+11→Q
:θ+1 and 31→θ
:Asm(7D87C618E61F6F)+GDB2
:Asm(7E070707E6076F2600)→D
:θ+GDB2
:Asm(7E070707E6076F2600)→E
:.Lignes
:‾1→Y
:While Y++-32
:.Precalculs
:{Y+E and 31+GDB2}→M
:.Colonnes
:‾1→X
:While X++-48
:.Couleur
:M+{X+D and 31+GDB2}
:+{X+Y+D+E/2+θ and 31+GDB2}
:*4→Z
:.Z=256*{0,3,6,9}
:.Init/Decale
:!If X and 3
:P++Asm(3600)
:Q++Asm(3600)
:Else
:PAsm(CB26CB26)
:QAsm(CB26CB26)
:End
:Z
:Asm(7C)
:Asm(FE093004)
:PAsm(34)
:Asm(FE063005
:QAsm(3434)
:Asm(FE033006)
:Asm(34)
:PAsm(3434)
:End
:P+12→P+12→Q
:End
:DispGraph
:End
It has also come to my attention that some of the Axe code that I replaced with Assembly compiles to the same thing.

Note that the code was compiled with Axe v1.2.1 and run at 6MHz

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Axe plasma
« Reply #23 on: June 21, 2013, 05:58:01 pm »
looking awesome, it looks realistic IMO :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe plasma
« Reply #24 on: June 21, 2013, 10:58:34 pm »
You know... that stuff reminds me of those monochromatic 83/85 demos a few years ago and those Commodore 64 animations :P. It looks really cool