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Messages - Builderboy

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4261
The Axe Parser Project / Re: Features Wishlist
« on: April 26, 2010, 01:45:13 am »
Lol, that would be an interesting workaround ;D I think there should be an alternitive 5th argument like in Basic that allows you to draw different 'Colors'

0:White
1:Black
2:Invert

and maybe others depending how greyscale is planning to be implemented.

4262
Introduce Yourself! / Re: O hai there.
« on: April 25, 2010, 07:37:02 pm »
ohai, didnt see you there.  So you say you are a gamer, thats great!  We are very game oriented over here at Omnimaga :) Out of curiosity do you do any coding?

4263
Art / Re: Hay Bale Pixel Art
« on: April 25, 2010, 07:36:01 pm »
Fake >.>

Lol jk :P That is so awesome, as a general rule of thumb, given anything on the internet, there will be at least one person to excel so much at it as to be incomprehensible to everybody else ;D

4264
The Axe Parser Project / Re: Axe Parser
« on: April 25, 2010, 07:34:47 pm »
its 6 bytes per program, not six bytes per call correct?  Or else that would be very significant :P yayyyy line routine!  This is one i have been waiting for a while, glad its finally in :) and signed division yaayyyyy!  Haha now to go through and re-optimise some of the code i have ;D

4265
The Axe Parser Project / Re: The Axe Pages
« on: April 25, 2010, 01:20:55 pm »
Yep i think thats the error he is talking about

* Runs off to try the pong program and see if there are any more bugs :O *

4266
Introduce Yourself! / Re: Hello! I am Stephan!
« on: April 25, 2010, 12:58:28 pm »
Helooooo and welcome to Omnimaga :) We hope you enjoy your stay! 

4267
The Axe Parser Project / Re: Features Wishlist
« on: April 25, 2010, 02:39:39 am »
Hmmmm Using the program name might be good, although it would be cool to have some sort of Method overwriting like in higher languages :D that way if you are just using external subs to make cleaner code it wont be adding all this extra memory into the source

oh and what about the little E for accessing bits?  Like:

AE2 would access the 2nd bit of A, and you could store the same way?  It makes a bit of sense, since E is powers of 10 in Basic, and Powers of 2 in Axe ;D

4268
TI Z80 / Re: Zedd Physics Library
« on: April 25, 2010, 02:34:17 am »
Hey thanks guys :) I have actualy been working on this for a while, but only recently did I make a breakthrough in the collision code that allowed me to write demos like these. The demos are a little glitchy tho, like in the spring demo I had to remove some code in the enging to make it work right, and as bwang pointed out in he boyancy demo the water friction isn't totaly accurate.  But that stuff is mostly client error :P

As soon as I iron out a few more bugs and clean up some codes I will get a release goingwith some commented source and a few more fun demos :) I also can't wait for libraries in axe so that this will be fully supported ^^

4269
TI Z80 / Zedd Physics Library
« on: April 24, 2010, 11:49:31 am »
A seed was planted when SirCmpwn noted that he was writing a physics engine for his new game, and i insticntivly started working on my own.   ::)  Well collision was a bitch, and i went through many rewrites and many RAM clears before I even got a version that didnt crash every five seconds.  The trick was to make an engine that supported an undefined amount of polygons, but enough blabbering lets get to the specs:

Supported:
Rigid Body Physics Collisions
Friction between Objects and on Walls
NO Terminal velocity cap, objects can move as fast as they need to
Edge Sliding*
External Force Application

Planned:
Different sized objects
Objects with different masses
Built in subs for accessing different objects

And here are 3 screenshots i made to demonstrate my engine.  Note that the engine itself only handles the collision solver, anything extra like springs or buoyancy is handled by the client program.  Since the engine supports full external force application, you can attach boxes with strings, submerge them, remove gravity, or give them magnetic properties and the collisions solver will compensate.

Screenie 1:  Just a basic Demo with the plain engine.  In the beginning you can see an example of edge sliding, where boxes close to falling off with slide a bit to the right or left.  Its mostly to make box stacking more realistic because without it, boxes would stay still even if it was only partly on top of another box.  I am then applying gravity with the arrow keys to make them fly around the screen.

Screenie 2:  Now demonstrating the dynamic force application.  The code for the spring is not inside the Zedd engine, but the solver still can take in all the resulting forces of the spring and simulate the collisions accurately.  I am applying a force to one of the boxes with the arrow keys.

Screenie 3:  Now demonstrating more of the dynamic global effects you can achieve with Zedd.  I wrote a small bit of client code to handle buoyancy and let the boxes go into this tub of water.  Zedd handles the rest!  I am moving around one of the boxes and trying to stack them on top of eachother to show how well Zedd redistributes forces and transfers momentum.

RELEASE: I am not releasing the engine just yet.  There are still some bugs to hammer out, as well as implementing some screen partitioning to improve speed, because as of now, it runs a bit slow on the 6Mhz processors, and i think i can get some more speed.  I also need to implement a few more features, and write the handy subs to work with objects :)

4270
The Axe Parser Project / Re: Sub-domain?
« on: April 24, 2010, 11:32:55 am »
It works!  Omnimaga is one can short of a Six Pack! Muhahahaha!

4271
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: April 24, 2010, 11:32:14 am »
* Builderboy closes mpar007's mouth *

* Builderboy accidentally lets his hang as well *

:O the amount that this screenie rocks my socks cannot be expressed in mere text.  Or rather i would need several pages and several hundred exclamation marks in order to express myself.  For some reason i keep finding myself in this situation more and more, so i have decided to substitute with a:

You did and awesomely pwnsome job :)

4272
Welcome to Omnimaga DJ!  We hope you find it nice and hospitable :)

Heh, on a more serious note, its cool that your sharing your story with us. 
...I can say you are a impressive coder...
HELLS YEAH!  I really hope you can stick around here :) but remember that you have to do whats right for you.

4273
TI Z80 / Re: TI Developer
« on: April 24, 2010, 11:26:52 am »
very very awesome job, especialy the way you have everything working together :) It looks soo awesome  ^^

4274
Humour and Jokes / Re: Hell's Newest Knight
« on: April 24, 2010, 11:25:59 am »
Muhahaha I can see all of them now >:D

Lol now i need to figure out what they mean ;D

4275
Portal X / Re: Portal X
« on: April 24, 2010, 01:55:36 am »
Alrighty i have been working hard on implementing the map decompresser into the Portal code, however it meant that i needed a change of screen size so that took a while changing all the numbers.  I also am working on adding new tiles such as lasers and fields, which is proving to be tricky because of there conditional display nature.  I did find a weird bug in the physics code tho, so i am currently working on getting that fixed.

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