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Minecraft Discussion / Re: Minecraft 1.8 pre release!!
« on: September 10, 2011, 02:06:03 pm »
I dislike that Notch removed the ability to toggle the fog distance with a simple keypress
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1081
Minecraft Discussion / Re: Minecraft 1.8 pre release!!« on: September 10, 2011, 02:06:03 pm »
I dislike that Notch removed the ability to toggle the fog distance with a simple keypress
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Axe / Re: Physics Based Collisions« on: September 10, 2011, 03:05:24 am »
They all have the same density, rather, their different sizes mean they all have different masses
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Math and Science / Re: Builderboy's Lobster Puzzle-- A geometric approach« on: September 10, 2011, 12:06:59 am »
Yeah there is ^^ I wonder if it works for subsequent number of steps though o.O
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Axe / Re: Physics Based Collisions« on: September 09, 2011, 11:07:29 pm »
Yeah it was a demo screenie from the 2nd revision of the Zedd engine ^^
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Math and Science / Re: Builderboy's Lobster Puzzle-- A geometric approach« on: September 09, 2011, 08:41:06 pm »
Ah clever work, although I believe that you are lucky that it worked because while it does make a circle, it is not a circle where every point is of an equal probability
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TI Z80 / Re: The Countdown« on: September 09, 2011, 02:27:51 am »
Lol Leafiness why you so silly Very nice looking I have to say though
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TI Z80 / Re: Zedd Physics Library« on: September 07, 2011, 11:29:40 pm »
It probably would work, but I don't like releasing software that relies on software that occasionally gives bad flash errors
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TI Z80 / Re: Zedd Physics Library« on: September 07, 2011, 09:54:04 pm »
Thanks :] I had to first downgrade to 0.5.3 to get all multiplication support, and then directly modify the Zedd engine and bypass all the user friendly stuff that Zedd should be offering, but that couldn't be offered because 0.5.3 doesn't support constants. I also had to change all the names of the subroutines because I was using 5 characters and 0.5.3 only supports 3 X.X It looked a lot worse, but still worked pretty well.
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TI Z80 / Re: Zedd Physics Library« on: September 07, 2011, 08:04:11 pm »
I'm glad everybody is interested I can't wait for the release so I can see how people are going to go about implementing it in their games ^^
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Other / Re: Lego Mindstorms« on: September 07, 2011, 07:23:59 pm »
And 2 months should be plenty of time to build a very complex robot, especially with a team. I've built complex robots before in less time by myself ^^
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TI Z80 / Re: Zedd Physics Library« on: September 07, 2011, 06:46:02 pm »
Alright guys, the date of the next release of the Zedd physics library is drawing near! And as a results I have a whole new engine and a whole new set of features for you guys to implement into your games! First off is the most important aspect of the engine in my opinion, which is the ease of use. The engine is designed to be usable completely through subroutines, that way you don't have to go messing with Zedd's code, and still retain a high level of complexity, compatibility, and customization.
The second feature that should be very beneficial for anybody wanting to write a physics game is the ability to add in libraries that interface directly with Zedd and add new features. This can be useful for using Zedd to simulate rope physics as well for example. The third feature that is now supported is a physics callback method. This can be used by the programmer to impart rules and forces to each object in the simulation, as you get to define a method that is applied to every object during the simulation. This can be used to impart global forces that impact all objects, such as a global water line that applies buoyancy to the objects. The fourth and last major addition to the Zedd library is universal object friction. All objects now impart and receive frictional force from the objects and world they collide with. Not only does this mean more advanced stacking features, but also clever uses such as conveyor belts and moving platforms. Now unfortunately in it's current state, Zedd is unable to be compiled with any current version of Axe, so the release cannot happen until a few bugs (namely the ** and *^ multiplication bugs) are sorted out. Nevertheless, I have composed a screenshot demo of the new engine, and used it to create a world that demonstrates all 4 of the new features. In the screenshot you can see rope physics, using an outside library. Water physics, implemented with a callback function. A conveyor belt, using the newly implemented friction. And the control of the claw itself, which uses the built in functions of Zedd to interface with the simulation. To play with the demo yourselves, merely send the AXE.8xp program, an the M.8xv appvar to your calculators ARCHIVE, and run the AXE program! Controlls are arrow keys to move the claw, alpha to grab with the claw, and 2nd to move the conveyor belt. Have fun! And keep an eye out for the first official Zedd release! 1092
Miscellaneous / Re: Collision in Games« on: September 06, 2011, 08:10:21 pm »
A simple solution to your problem would be to keep the pixel by pixel method, but also increase the number of simulation steps per frame. So if you wanted your object to have a speed of 5 pixels per second, you would give it an internal speed of 1 pixels per second, and run the simulation at 5 sub itterations per display frame.
Another solution is to step your object ahead the full 5 pixels, and if it collides with something, move it backwards until it is out of the object. This is much faster than the previous method, but has the side effect of making the object sometimes 'jump' over an object if it has enough velocity to move it completely over the object in one frame. In general, there is no custom way to make physics work, for example in my engine Zedd, I don't even make the objects come into full contact when they collide. After a frame of movement, if Zedd detects a collision, it doesn't do anything special, it just moves the object back to where it was before, and messes with the velocity. Like buttsfredkin said, there is no 1 rule for collision physics, and as such, people are rarely going to be able to give you code. But we can give you concepts and ideas that can help you develop and engine of your own. And over time, as you write more and more collision engines, you will learn to be able to create a dedicated specific engine for any game you need 1093
Computer Projects and Ideas / Re: Water Works« on: September 06, 2011, 08:02:49 pm »
It actually was inspired by enigmo :] And yeah making the right mouse button an alternative way to rotate sounds like a good idea!
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Other / Re: Lego Mindstorms« on: September 06, 2011, 06:15:15 pm »
I ran NQC on my RCX ^^ Freakin Smart!
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Computer Projects and Ideas / Re: Water Works« on: September 06, 2011, 05:31:51 pm »
I'm glad you liked it
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