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Omnimaga
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3-D Cube Rotating
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Topic: 3-D Cube Rotating (Read 5739 times)
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bfr
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3-D Cube Rotating
«
on:
October 12, 2006, 10:08:00 am »
If you thought the 3-D environment was cool, I made a program that lets the user rotate a 3-D cube vertically and horizontally, all in pure TI-BASIC (which required a lot of mathematics). B)
Here's a screenshot of it running on a regular TI-83+ (and note that it is unoptimized):
I'll try to get a download link up soon.
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bfr's website -
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #1 on:
October 13, 2006, 12:57:00 am »
hmm i wonder if this could be used in a isometric game with rotating map/camera? not in basic tho but prbly in C
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CureDesu
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3-D Cube Rotating
«
Reply #2 on:
October 14, 2006, 02:08:00 am »
O_O
That must have taken a LOT of math knowledge.
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bfr
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3-D Cube Rotating
«
Reply #3 on:
October 14, 2006, 02:30:00 am »
Yeah, it involved quite a bit of mathematics.
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bfr's website -
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #4 on:
October 14, 2006, 02:36:00 am »
could you post the formula/code?
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bfr
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3-D Cube Rotating
«
Reply #5 on:
October 14, 2006, 03:33:00 am »
Here is the source code that SourceCoder genereated (and remeber, it's unoptimized):
QuoteBegin-"Basic Code"+-->
QUOTE
("Basic Code")
::
:1→Xmin
:95→Xmax
:1→Ymin
:63→YMax
:Radian
:40,40,60,40,60,20,40,20,40,40,60,40,60,20,40,20→L
1
√(800)π)→A
:(7/8)A,A/8,A/8,A/8,A/8,(7/8)A,(7/8)A,(7/8)A,(5/8)A,(3/8)A,(3/8)A,(3/8)A,(3/8)A,(5/8)A,(5/8)A,(5/8)A→L
2
:(2π)/(π√(800))→R
:√(800)/2→Q
:Lbl R
:ClrDraw
:iPart(Q(sin(RL
2
))+40→L
1
:For(A,1,5,2
:Line(L
1
(A),L
1
(A+1),L
1
(A+2),L
1
(A+3)
:End
:Line(L
1
(7),L
1
(
,L
1
(1),L
1
(2)
:For(A,9,13,2
:Line(L
1
(A),L
1
(A+1),L
1
(A+2),L
1
(A+3)
:End
:Line(L
1
(15),L
1
(16),L
1
(9),L
1
(10)
:For(A,1,7,2
:Line(L
1
(A),L
1
(A+1),L
1
(A+8),L
1
(A+9)
:End
:Repeat G
:getKey→G
:End
:If G=26
:Then
:For(A,1,15,2
:L
2
(A)+1→L
2
(A)
:End
:End
:If G=24
:Then
:For(A,1,15,2
:L
2
(A)-1→L
2
(A)
:End
:End
:If G=25
:Then
:For(A,2,16,2
:L
2
(A)+1→L
2
(A)
:End
:End
:If G=34
:Then
:For(A,2,16,2
:L
2
(A)-1→L
2
(A)
:End
:End
:Goto R
Generated by
http://www.cemetech.net/projects/basicelite/sourcecoder.php
,
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #6 on:
October 14, 2006, 03:35:00 am »
it just ask me to open a file o.o
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bfr
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3-D Cube Rotating
«
Reply #7 on:
October 14, 2006, 03:39:00 am »
I fixed my post
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bfr's website -
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #8 on:
October 14, 2006, 03:47:00 am »
square roots and all *gasp*
hopefully maybe one day I'll get the hang of it O_O
sound cool tho
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bfr
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3-D Cube Rotating
«
Reply #9 on:
October 14, 2006, 05:22:00 am »
Yeah. There's this one line of code that is really important, and determines the coordinates of the points in terms of radian angles:
c1-->
CODE
ec1:iPart(Q(sin(RL2))+40→L1c2
ec2
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bfr's website -
http://bfr.tifreakware.net
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #10 on:
October 14, 2006, 05:26:00 am »
hmm I c, I should try to study some 3d stuff a bit more in case i decided to do some 3d prog in the future on PC or if I ever learned a language faster than TI-BASIC
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Radical Pi
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3-D Cube Rotating
«
Reply #11 on:
October 14, 2006, 08:36:00 am »
Basic can get so complicated...
I'm not impressed by the video or that it constantly redraws, but the mere fact that you did it in Basic is lolzomgwtfzorsinmypants. And like you said, it can probably get alot faster.
Good job.
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One of these days I'll get a sig I'm really proud of.
JincS
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Posts: 191
Rating: +0/-0
3-D Cube Rotating
«
Reply #12 on:
October 14, 2006, 11:15:00 am »
Looks pretty cool! Kudos.
I have a n00b question: I know when programming in C/C++, you can write screen data to a buffer before you send it to the screen, which increases frame rate and reduces flicker. Is there a way to do that in BASIC?
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
3-D Cube Rotating
«
Reply #13 on:
October 14, 2006, 11:21:00 am »
in pure basic, no. WIth xLIB commands you can choose to send it immediately or just save it to graph buffer. It's cool cuz then I ended up being able to make a DDR clone with animated background with arrows moving up
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