Author Topic: Powder/Dust Games Trickling In  (Read 10134 times)

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Offline Michael_Lee

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Re: Powder/Dust Games Trickling In
« Reply #15 on: February 11, 2011, 03:03:08 pm »
Powder games are absolute win.

I liked the news article title, btw.
My website: Currently boring.

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Axe Interpreter
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Offline Ranman

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Re: Powder/Dust Games Trickling In
« Reply #16 on: February 11, 2011, 11:40:55 pm »
:crazy: :crazy: :crazy:

That is outstanding!

 8)
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Hot_Dog

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Re: Powder/Dust Games Trickling In
« Reply #17 on: February 12, 2011, 03:46:02 am »
This stuff is absolutely amazing

Offline DJ Omnimaga

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Re: Powder/Dust Games Trickling In
« Reply #18 on: February 17, 2011, 11:46:21 pm »
These look really nice guys. Nice job so far!

Offline z80man

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Re: Powder/Dust Games Trickling In
« Reply #19 on: February 18, 2011, 12:59:25 am »
@shmibs did you ever consider changing the ? substance to oil. I tried patching the program, but got an undefined symbol error. It could just be that my version of axe is outdated. Anyways I set oil to have the same properties as water, except that if there is fire underneath it, the oil converts to fire. I can show you the source for that section later once I test it.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline DJ Omnimaga

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Re: Powder/Dust Games Trickling In
« Reply #20 on: February 18, 2011, 04:05:53 am »
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.

Offline z80man

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Re: Powder/Dust Games Trickling In
« Reply #21 on: February 18, 2011, 04:19:19 am »
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.
I don't know about Powder Game, but it looks like Dust Toy might be able to handle velocity. Every particle has 1 byte in L1, but only uses 3 bits I believe. The rest of the bits could be used for direction and velocity. Also I think the method Dust Toy uses to render particles could be optimized. Currently it seems to render every particle, every frame which causes slowdowns with large numbers of particles even when they are not moving. If a particle was rendered every time a pixel next to it was changed, then a speed increase might be possible.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline AngelFish

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Re: Powder/Dust Games Trickling In
« Reply #22 on: February 18, 2011, 04:24:50 am »
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.

Not for Powder on the TI-84+ SE's. The processor simply can't handle anything else. Believe me, I've tried to get it working. The Prizm, however, is likely to be a different story.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline DJ Omnimaga

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Re: Powder/Dust Games Trickling In
« Reply #23 on: February 18, 2011, 04:27:02 am »
Ah ok, thanks for the info. :D