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Messages - Builderboy

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391
TI Z80 / Re: [Contest] My First Quantum Translocator
« on: February 23, 2012, 01:53:08 am »
I can't tell because my LSD settings were blurry, but I guess so.
Dj I never took you as one for hallucinogens

*Builderboy Runs*

392
Other Calc-Related Projects and Ideas / Re: Psuedo mode 7 with lines?
« on: February 22, 2012, 07:38:38 pm »
A trapezoid would make the math easy, but you also have to make sure to squish the lines closer together the farther they are from the players view.  The farther points are from the player, the more they are 'squished' in the Y direction.  I'll see if I can draw up the correct math, I think it might be relatively simple

393
TI Z80 / Re: Raycaster from Planet Disco
« on: February 21, 2012, 08:51:21 pm »
If you have two vectors A and B, the dot product returns this computation:

Code: [Select]
Dot(A,B) = Mag(A)*Mag(B)*Cos(Angle between A and B).
Not only is this an interesting and potentially useful value, the dot product can also be calculated using simple multiplication and addition:

Code: [Select]
Dot(A,B) = Ax*Bx + Ay*By
Roughly speaking, the dot product returns how much the vectors point in the same direction.  If the vectors point in the exact same direction, the result will be positive.  If the vectors are at right angles to each other, the dot product will return zero.  And if the vectors are pointing in opposite directions, the dot product will return a negative number.

394
TI Z80 / Re: Raycaster from Planet Disco
« on: February 21, 2012, 07:42:10 pm »
Hmm there is probably a way to do that with dot products to avoid a large amount of trig, but couldn't you just use inverse tangent?

395
Gaming Discussion / Re: Nooooo
« on: February 21, 2012, 06:52:20 pm »
The upgrade is from the fleet bacon though, so you would have to pretty dedicated to your phoenix tech in order to get that upgrade methinks

396
TI Z80 / Re: Raycaster from Planet Disco
« on: February 21, 2012, 05:10:42 pm »
Not that I know of, but you should probably check the commands list, that will tell you anything you need to know.  What do you need inverse cosine for?

397
TI Z80 / Re: Raycaster from Planet Disco
« on: February 20, 2012, 11:39:30 pm »
Let's say you cast a ray.  Your player will already be facing a certain angle, and the ray will be cast at an angle that is at an offset to the angle the player is facing.  You take the cosine of the difference between the ray's angle and the player's angle, and then you multiply that by the ray's distance.  This new value is the new ray distance.

398
TI Z80 / Re: Raycaster from Planet Disco
« on: February 20, 2012, 08:00:47 pm »
Why didn't you divide by 16 in the first place?  8.8 format seems a lot more useful than the current range of the trig functions.

399
TI Z80 / Re: Raycaster from Planet Disco
« on: February 20, 2012, 04:54:59 pm »
I believe to fix the fishbowl effect you just need to multiply the ray distance by the Cos() of the angle between your front view and the angle of the ray.  Obviously this would be a bit tricky in Axe since Cos() returns a number from -127 to 128 so you would need to make sure you handled that properly, or got a hold of a trig routine that returns x256 format, or better yet, make a 96 byte table for the 96 possible cos values.

400
ASM / Re: Mad DJNZ Hacks
« on: February 19, 2012, 03:09:22 pm »
Turing Completeness is a computer science term referring to the ability of a language to complete problems.  If a language is Turing Complete, it is able to solve any problem a Turing computer could solve.

401
Other Calculators / Re: TI-84+ On An External Power Supply - Hardwired
« on: February 17, 2012, 12:55:23 pm »
Time to tell us what in the world this is for :D

402
Computer Projects and Ideas / Re: Fixed-Memory Flood Fill Pseudocode
« on: February 16, 2012, 02:43:38 pm »
If you are using another 768 byte buffer, you might as well use a queue method at that point XD

403
My general rule is that I don't release screenshots or updates until I have an engine going.  At that point even if I abandon the game, it is still possible for somebody to come along and finish it.  What I don't like to do is post a thread about a game I'm *planning* to start, explaining all of its awesome features, and then abandoning it right off the bat. 

That being said, very glad you released these shots and I personally can't wait for more :D

404
TI Z80 / Re: Flashlight Demo
« on: February 14, 2012, 05:31:56 pm »
Looks pretty awesome :D Is it really raycasting?  Since i couldn't see any walls that were occluding the view of the beam

405
TI Z80 / Re: YAMGT
« on: February 14, 2012, 01:24:29 am »
I think you can just do this:

Code: [Select]
X>>[Right] ?64-Θ→Θ
X<<[Left]  ?64-Θ→Θ
Y>>[bottom]?-Θ→Θ
Y<<[top]   ?-Θ→Θ

Which can be optimized since both the right/left and bottom/top results are the same.

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