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Messages - Builderboy

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4006
Pokemon Red / Re: Pokemon Red
« on: June 19, 2010, 03:21:26 am »
This is epic, its so awesome to actually have a full port of a pokemon game for the calculator.  Its really well made and i cant wait to see where you take this :)

4007
The Axe Parser Project / Re: Calling Brave Axe Warriors!
« on: June 19, 2010, 03:08:30 am »
Oooh Oooh Me Me Me! I would love this!  Especially because I am already running out of space for Portal :P and this would prevent me from having to do crazy page switching.  I'll need to back up all my stuff tho o.O just in case

4008
Axe / Re: Wave Simulator (sortof)
« on: June 18, 2010, 03:18:41 pm »
I know that i was able to get a shade of blue using xLibs contrast change, and by changing it rabidly from max to min and back again.  I dont think its equivalent to the BSOD.

4009
Miscellaneous / Re: Where Did Your Name Come From?
« on: June 18, 2010, 03:10:05 pm »
Builderboy2005 was my first email address (because at that time i was a huge fan of building with Legos) and all of my internet names have been a derivative ever since :D

Luther (my alter ego) was the nickname given to me by my 5th grade teacher after he said I reminded him of Lex Luther for some reason :P

4010
KnightOS / Re: KnightOS
« on: June 18, 2010, 03:02:13 pm »
Sounds awesome!  What other kinds of features are in the works/planning to be worked on?

4011
Miscellaneous / Re: Omnimaga worth $19,339 USD
« on: June 18, 2010, 03:00:56 pm »
I think we have had this discussion before somewhere? Cant remember, but im fine either way. 

Hah, and with the money we get by selling Omnimaga, we can buy 20 more calculator domains! :D  Our evil conspiracy is coming to fruition!

4012
Miscellaneous / Re: A Formal Explanation for Today's Events
« on: June 18, 2010, 02:58:38 pm »
DJ, I leave for one week and this is what happens :P seriously though, a long time ago i saw this from the outside, and thought the same thing many of the haters think today.  But when you get on the inside and learn the full story, you realize how courageous and amazing you really are.  Do what you have to, get some R&R, and take your life where it needs to go.

4013
Axe / Re: Code optimization
« on: June 18, 2010, 02:52:10 pm »
I think its because getKey can only take constants as arguments? 

4014
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 04:51:22 pm »
Actually storing the data by adding on a byte to each object would not work in speed critical scenarios i think.  The fastest way that i can think of is to have 4 stacks, one for each partition.  At the start of each frame, when you figure out which partition an object resides in (it may reside in more than one, as you said) it would add a pointer to that object to the appropriate stack. Then when collision is calculated, you would go through each individual stack and calculate the collision inside of them.

I don't feel like doing all the math for this, but this should give a significant increase in speed. In your math, couldn't you just simplify 4((B/4)*(N/4)) to 1/4 * B * N. I also don't understand why you add in the 2(N + B).


Yes you could simplify this, but that equation isnt for computational purposes, it is just an equation to show how efficient on average this partitioning is going to be.  I left it unsimplified so that we could see the math behind calculating how many collision would happen on average.  The 2(N+B) is because at the start of each frame, we dont know which partitions the objects are in, so we need to quickly run some comparisons to figure out where to put them.  It takes 2 comparisons (>middleX and >middleY) to figure out where to put them, so it would be 2 comparisons for every object (N+B), so 2(N+B), and since this is independent of the actual collision process, we add it to the end of our equation.

How to the circles dodge bullets?  That would be an interesting challenge.  Then again, we could leave the space partitioning handling when bullets actually collide with enemies, and then leave regular N^2 for all of the special effects such as dodging.  Im curios as to how the dodge though, what do they do?

EDIT: And if your running out of ram, since you have about 200 objects max, and the partition data needs only a byte (pointer) for each object, could you use perhaps appBackUpScreen?  Or tempSwapArea? Or textShadow if you want to limit yourself to 128 ish objects max? or just increase file size by a meak 200 bytes to get some free ram without breaking compatibility with newer calcs?

4015
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 04:06:03 pm »
Well lets see, if you divided your square into 4 partitions, you would need 2 comparisons for each object to determine which partition it resided in.  If you assumed a relatively normal distribution of enemies and bullets, one quarter of all your enemies would reside inside each partition.  Obviously you dont have to check accross partitions, so each partition would check all of the objects inside of it.  So instead of

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B*N checks,      Where B = number of bullets and N = number of enemies
you would have

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4((B/4)*(N/4)) + 2(N+B) checks, Where:

(B/4)*(N/4) represents the checks inside of each partiton, time 4 for all 4 partitions. 
 Plus 2(N+B) for the checks needed to partition the objects in the first place.

Which is roughly 3 times less collision checks than using a regular N^2 method.  Including speed loss due to partition handling and the such, it might drop down to 2 times as fast, but if you have partitioning working, you could even go as far as split the screen into 9 segments, which is

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9((B/9)*(N/9)) + 4(N+B) checks.  Although this only gets you to a 3.7 speed increase, not significant over 4 part partitioning.
Partitioning might be too big of a step however, and i can understand if you dont want to use it, i can imaging it would be a nightmare to get working correctly O.O

4016
The Axe Parser Project / Re: Features Wishlist
« on: June 13, 2010, 03:02:52 pm »
Yeah both of those would be great i think.  Although im not sure how well the HLine() VLine() would work in his current parser, it might be completely token based right now, and hard to change o.O

4017
Miscellaneous / Re: Birthday Posts
« on: June 13, 2010, 03:01:02 pm »
Happy happy birthday you silly Android :)

4018
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 02:56:34 pm »
Yeah because with 30 bullets and 90 enemies you're doing some 3000 collision detections every frame :O Are you using any sort of space partitioning to decrease this amount?

4019
The Axe Parser Project / Re: Features Wishlist
« on: June 13, 2010, 02:55:20 pm »
Lol being that Horizontal and Vertical have already been taken.... Seems we have run into a predicament :P

4020
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 11, 2010, 08:09:30 pm »
Looks pretty monstrous to mee ;D Now i am thinking about how i would accomplish this myself :D

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