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Messages - Builderboy
Pages: 1 ... 66 67 [68] 69 70 ... 375
1006
« on: September 22, 2011, 10:55:22 pm »
Ooooooh yeah it looks like its an issue with the rope lib applying too much force, so much that the block gets enough velocity to move right through objects. I think I need to rewrite this rope library, it seems to be kinda buggy
1007
« on: September 22, 2011, 05:29:28 pm »
Ah yes that's true, I forgot! And the only place ** and *^ are in fact being used is in the rope physics! This probably explains this case, although I'm still flummoxed as to why Xeda was having trouble on wabbit with the executable I provided.
1008
« on: September 22, 2011, 05:22:36 pm »
I'm a little confused as to what this project entails, what is a chipsound exactly? How does it differ from the built in tone playing in Axe? You say it's high performance, and then say it takes a lot of processing power, what do you mean exactly? It sounds really cool, i'm just not quite sure what it is yet ^^
1009
« on: September 22, 2011, 05:14:26 pm »
Could you try it without compiling to DoorsCS, or using Doors Hooks to run it? There is a probability this is the shell that is messing with the memory.
1010
« on: September 22, 2011, 01:16:28 pm »
Could you post a screenshot of how you get the blocks to intersect each other? This is a major bug
1011
« on: September 22, 2011, 04:04:14 am »
Does it still produce the error if you compile it for the homescreen? And Xeda and ralphdspam, were you guys using shells when you got the rope errors?
1012
« on: September 22, 2011, 02:46:31 am »
When objects collide with the world, it uses default friction (currently locked to 4 ) when an object collides with another object, the friction is calculated based on the product of the frictional constants of both objects. If an object collides with both the world and an object in the same frame, friction is calculated separately for each occasion.
1013
« on: September 22, 2011, 02:35:39 am »
The rope was spazzing out on your calculator? This is so weird... I have the exact same calculator and exact same Axe version. And Xeda, are you able to replicate the issue?
1014
« on: September 22, 2011, 01:29:21 am »
That's so weird, I wonder why that could be happening o.O And it works fine on my wabbit too
1015
« on: September 22, 2011, 01:16:34 am »
That is weird O.o Do you have the latest version of wabbit? It works on my wabbit. I wonder what it is that Axe is doing that Wabbit doesn't like?
1016
« on: September 21, 2011, 08:43:48 pm »
That's strange, the executable works perfectly for me. o.O Does it do the same thing on calc? Maybe it's your version of wabbit doing something strange?
1017
« on: September 21, 2011, 07:57:24 pm »
Yeah, at its basics you could look at the surface as a series of interconnected springs, which really doesn't simulate at all how water is supposed to work, but looks about right most of the time and is very fast to calculate. I have been upgrading this a lot and the new way I work the springs, dampening, object dampening, and force handling makes it look a lot better ^^
1018
« on: September 21, 2011, 06:23:56 pm »
What do you mean an unnecessary reference to CLZ? If you are looking in the Zedd engine, that's the callback function
1019
« on: September 21, 2011, 05:50:01 pm »
Interesting bug o.O How did you obtain the executable? Did you simply recompile the demo? Or retype is yourself from the source?
1020
« on: September 21, 2011, 01:40:31 pm »
Greyscale in general is a very complicated piece of display code. Our screens are not meant to be displaying different shades of grey, and so the code that makes it do so is a bit more complicated than just setting the value from 1-10. As it is, Axe makes greyscale extremely easy to access compared to Assembly, but you still need to know a little bit about how greyscale works, merely setting a color per pixel doesn't work as well as you would hope.
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