Author Topic: Axe plasma  (Read 20916 times)

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Offline geekygenius

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Re: Axe plasma
« Reply #15 on: May 04, 2012, 01:44:15 am »
Wow. Nice. Keep working!

Offline ZippyDee

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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/
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Offline hellninjas

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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/
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Offline ZippyDee

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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
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Offline Hayleia

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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 :(
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Offline ZippyDee

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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.
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Offline DJ Omnimaga

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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 :)

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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

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Re: Axe plasma
« Reply #23 on: June 21, 2013, 05:58:01 pm »
looking awesome, it looks realistic IMO :D

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Offline DJ Omnimaga

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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