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Messages - Builderboy

Pages: 1 ... 67 68 [69] 70 71 ... 375
1021
TI Z80 / Re: Water Surface Simulation
« on: September 21, 2011, 12:58:34 am »
Thanks :) Also I updated the first post with some equation information for anybody who wanted to know ^^

1022
TI Z80 / Re: Water Simulation w/ Track Drawing
« on: September 21, 2011, 12:17:34 am »
I think a full Navier-Stokes simulation might be a bit outside the realm of the calculator :P (Although I'm not sure, I haven't looked into it 100%)  Needless to say however, cellular automata provide an excellent and awesome substitute ^^

1023
TI Z80 / Water Surface Simulation
« on: September 21, 2011, 12:15:09 am »
    So I recently upgraded the buoyancy library I wrote and made it a fully featured water surface simulator!  It can still be a bit wonky at times, but it sure gets the job done pretty well ^^ Of course it's Zedd compatible and handles object mass very nicely, as well as reacting to objects moving around in it.  The water surface is composed of 24 individual points that have a Y location and a Y velocity.  Every frame the following rules are applied:

Code: [Select]
MidpointRight = (ThisHeight + RightHeight)/2
Vel = Vel + (MidPointRight - ThisHeight)
MidpointLeft = (ThisHeight + LeftHight)/2
Vel = Vel + (MidPointLeft - ThisHeight)

Which can then be simplified into:

Code: [Select]
Vel = (RightHeight + LeftHeight)/2 - ThisHeight + Vel
Just apply this equation to each point, then apply the velocity/8 to each point, add some dampening so things don't get out of control, and you're golden!

But enough talk, lets look at the pretty pixels!




1024
Miscellaneous / Re: Programming Analogies
« on: September 20, 2011, 07:54:23 pm »
Well, we can't forget runer's great analogy:

You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.

Comparing asm to anything else.

And then furthering that analogy, with the calculators, the statue is so small that it makes a big difference, but with languages like C++ , sometimes the statue can be so large that not only does it take an exuberant amount of time to build the statue with the 1x1, but it's also a lot harder to see the difference between the 12x12.

1025
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 20, 2011, 01:38:46 pm »
Will you ever put in bodies rotating (like actual physics, bodies rotate)

No, bodies will never rotate in this engine, specifically because if they did, everything that is optimized to make this engine fast would not be fast anymore.

1026
The Axe Parser Project / Re: Bug Reports
« on: September 20, 2011, 01:14:19 am »
Ah I see, the character code table in TiBD must be slightly off then, because the character listed for 214 is Ö o.O

EDIT; Silly me, TiBD redirected me to the 89 area of the site  ::)

1027
The Axe Parser Project / Re: Bug Reports
« on: September 20, 2011, 12:35:10 am »
I thought that was 3Fh?

1028
The Axe Parser Project / Re: Axe 1.0.3 with a multiplication bugfix
« on: September 19, 2011, 11:07:19 pm »
Zedd is out now silly :D I just released it ;D

1029
The Axe Parser Project / Re: Axe 1.0.3 with a multiplication bugfix
« on: September 19, 2011, 10:13:33 pm »
Million thanks for getting this out :D

1030
TI Z80 / Zedd Physics Library (BETA)
« on: September 19, 2011, 08:09:39 pm »
Zedd Physics Library (BETA)
 Zedd is a physics library for Axe programs, allowing all Axe games access to amazing physics.  At its heart, Zedd is a collision solver, but its power lies in the fact that it is built to be expandable!  With 3 libraries already included with the Beta, Zedd is fully compatible with external libraries!  But most importantly, Zedd is Easy to Use!  Never once do you need to delve into the Zedd program to make things work; Everything is controllable via the simple and easy to use function included with the program.

Now with Zedd, your games can feature realistic physics across all objects, and advanced effects such as ropes, springs, moving platforms, and much much more!
Download Link


1031
Miscellaneous / Re: Why Johnny Can't Code
« on: September 19, 2011, 06:00:02 pm »
maybe we should make a program with bunch of "GOTO"s to prove that goto is not obsolete :P
Speed? Optimization? What is that? XP

Just write it in assembly XD There is ONLY a goto command :P

EDIT: ninja XD

1032
The Axe Parser Project / Re: Bug Reports
« on: September 19, 2011, 02:17:44 pm »
Would it be possible to get a very small update of Axe out that fixes the fixed point multiplication?  It doesn't sound like it would be a very hard fix, since the reason it got broken was a simple mistake.  Thanks :)

1033
TI Z80 / Re: Zedd Physics Library
« on: September 19, 2011, 02:16:10 pm »
Alright update with this, I was trying Axe 1.0.2 like you guys suggested, but apparently it has some issue parsing static pointers that is messing majorly with the engine.  0.5.3 doesn't have the static variables, 1.0.0 and 1.0.1 are unstable, 1.0.2 can't parse static pointers, and 1.0.3 has problems with multiplication.  There is officially no version of Axe out that can compile Zedd right now D: So this project is going to have to remain unreleased until I can bug Quigibo to fix the multiplication in Axe 1.0.3

1034
Other / Re: smartphones to replace consoles soon!
« on: September 18, 2011, 09:16:52 pm »
In my view, nothing will ever replace sitting down on the couch with your friends and playing video games on your big Tv.  :)

1035
TI Z80 / Re: Jazz: JavaScript TI-83 Plus emulator
« on: September 17, 2011, 05:21:40 am »
I mirror the question about how you are going to manage to bypass the OS copywrite issue o.O

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