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Messages - Builderboy

Pages: 1 ... 9 10 [11] 12 13 ... 375
151
TI Z80 / Re: Zedd Physics Library (BETA)
« on: October 30, 2012, 03:33:29 pm »
It is still in beta, so the advanced installation feature has not been completed yet, only the most basic features are available right now.

152
Blast Labs / Re: Blastlabs [Axe]
« on: October 24, 2012, 04:16:57 pm »
Ohh no why not? D:

153
Blast Labs / Re: Blastlabs [Axe]
« on: October 24, 2012, 03:27:11 pm »
If that's not a glitch, it would seem the player has almost unlimited mobility in the game, which might make platforming difficult.

154
ASM / Re: Calculating angles?
« on: October 24, 2012, 01:39:32 pm »
Holy balls that looks nice.

155
Humour and Jokes / Re: The green lobster
« on: October 17, 2012, 05:22:20 pm »
I thought Eeems was an android? ???

156
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: October 17, 2012, 05:20:26 pm »
Additionally you could just keep a list of "active" blocks.  Minecraft does something similar and doesn't update all of its blocks every frame.  Either way, earlier I suggested running some tests to see what was causing the most slowdown in the engine, was this ever determined?

157
Other / Re: Realistic Mecha Tech
« on: October 15, 2012, 04:00:50 pm »
You should check out the Sarcos XOS, it's basically what you are talking about, and it looks super cool :D

158
TI-BASIC / Re: Store a value to an arbitrary variable?
« on: October 15, 2012, 03:58:17 pm »
My suggestion would be to do a simple find and replace of all the variables in the input function.  A would become L1(1), B would become L1(2), and so on.  I created something similar earlier for discreet mathematics and it worked like a charm :)

159
Minecraft Discussion / The Passing
« on: October 13, 2012, 03:04:59 am »
So a side project I have been working on in my spare time has been recreating a level from L4D2 in minecraft!  I recently finished and released it, so I thought I would post it here :D  You can visit the project page Here, but here are some screenshots from the map!  It's also fully playable, so maybe I can host a server one day and we can have a minecraft L4D2 party :D

Spoiler For Screenies:






160
I would suggest making the tower blocks a lot heavier, such that it is much harder to break down towers, requiring more strategy.  I would also suggest pre-built configurations for each level, that way the tower doesn't fall apart right as you start, and also so you can make the levels harder without simply lowering the bar.

161
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: October 07, 2012, 04:49:12 pm »
You should do a benchmark to see how many rectangles you can draw per second, then we can actually see which parts of the program are slowing down the overall performance.

162
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: October 06, 2012, 02:16:40 pm »
As I said to Hayleia on TI-Planet, the main speed loss isn't caused by cube drawing.
Off course rectangles would be faster, but I'm not sure that it worth the quality loss.
So then the main speed loss is coming from sorting them?

163
Computer Projects and Ideas / Re: [NXT] Physics help needed!
« on: September 29, 2012, 04:26:00 pm »
The final result of the collision should result in the object only moving along an axis that was not collided on.  So if there was a collision on the x axis, the object does not move in the x direction.  Additionally,  why are you backing up the velocities and restoring them before a collision is processed?  You should let the velocities process naturally so that simultaneous collisions work better

164
Computer Projects and Ideas / Re: [NXT] Physics help needed!
« on: September 29, 2012, 03:13:12 pm »
No you are not.  On both axis you are moving the box's Y position back to where it was before.  To test the axis of collision you move the box backwards along the X axis.  These two actions combined result in the box moving all the way backwards no matter the axis of collision.

165
Computer Projects and Ideas / Re: [NXT] Physics help needed!
« on: September 29, 2012, 02:47:42 pm »
Mmm try this.  When two boxes collide on an axis, only move the box backwards along the axis on which it collided.

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