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Messages - KermMartian

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196
DJ Omni, you preempted the post I was about to make.  Thank you.

197
Other / Re: TI-Nspire Key Brute Forcer
« on: March 01, 2011, 11:33:50 am »
As a computer scientist and electrical engineer with two degrees and two more in progress, I completely back Lionel on this.  The state-of-the-art involves research labs with millions of dollars of funding and massive superclusters working on this problem; your approach is naive and lacks their experience (no offense, that's the fact; naive in its computer science definition: "taking the most apparent route, which is often the least optimized").  To put it harshly and bluntly, if teams with dozens or hundreds of years of research experience between them have shown this problem to be prohibitive with large clusters and extremely well-written C code, I'm afraid that an amateur implementation in C# is not going to cut it.  I think it was pretty clear that Lionel was looking out for your best interests and trying to save you frustration, electricity, and computer load.  His post was well-written, knowledgeable, and I think those who read it in its entirety should have taken no offense from it.  Regarding the language issue, the speed of C# due to overhead compared with well-written C is a well-documented academic fact.

Cheers.

198
News / Re: Obliterate beta now available!
« on: February 28, 2011, 02:44:46 pm »
Quote from: ScoutDavid
Great KermM, the new screenies look even better, but my question is how fast it is and how many players at the same time, 4?
Please read FTA:

"or connect from one to dozens of friends' calculators over CALCnet and go head-to-head in a multiplayer match"

Also, regarding the speed, those screenshots are realtime. Throw it on your calculator and see for yourself!

199
News / Obliterate beta now available!
« on: February 28, 2011, 11:45:17 am »
I am happy to announce the first beta release of Obliterate 1.0, a Scorched Earth-genre game for TI graphing calculators.  It features single-player gameplay, multiplayer mode over CALCnet 2.2, and the ability to add AIs to multiplayer games.  To borrow from the description:

Obliterate is a scorched-earth/tanks game for Doors CS 7 and TI calculators. It brings superb graphics, fast and furious gameplay, and cunning AIs to this classic genre and much-loved platform. Challenge any number of AIs to a single-player game, or connect from one to dozens of friends' calculators over CALCnet and go head-to-head in a multiplayer match! Set the angle and power of your shot, watch out for the wind, and take aim at your enemies! The last tank standing wins the match. With the power of the recently-released global CALCnet, you can even play in friends from across town, across the country, or around the world in a game of Obliterate on your calculator. Please test out this release and report any bugs.

As stated, please play the game and report any bugs in the attached topic.  I will be playing on the gCn virtual hub 'oblithub' if anyone would like to test with me over global CALCnet.  Assuming that this release is relatively bug-free, expect a final release within the next few days!

Project topic: http://cemetech.net/forum/viewtopic.php?t=5651

Download
Obliterate v1.0 Beta



200
Axe / Re: How do I use calcnet for Axe?
« on: February 06, 2011, 01:55:10 am »
@Eeems: Then I would have to still visit and add watching to each new topic relevant to me, and then get tons of emails. I don't have that kind of time with research, classes, teaching, and personal projects. :)

201
Axe / Re: How do I use calcnet for Axe?
« on: January 28, 2011, 12:10:29 pm »
Just to remind you, since I hardly ever notice these topics, try to poke me on Cemetech if you have any specific CALCnet2.2 questions.  As I said previously, though, I'll try to remember to look for this topic.

202
News / Re: Obliteration ensues
« on: January 26, 2011, 01:19:16 pm »
Oh great! I love to see the 3 player mode in action. :D
Unfortunately, the best that I can demonstrate with PindurTI is four players (yay CALCnet), but rest assured that it can handle a (reasonable) arbitrary number of players.

203
News / Re: Obliteration ensues
« on: January 25, 2011, 02:20:00 am »
Yunhua, each calculator has a copy of the same terrain; this isn't like Netpong, where the screens form one long playing field.

Done since yesterday:
:: Test and debug >2 players
:: Fix a small rendering glitch in parabolic motion
:: Display a ^ when the bullet is above the top of the screen
:: Fully repair collision detection

Still to do:
:: Make the angle/power interface appear at the bottom when it would otherwise cover the aiming tank
:: Display the username of the currently-playing tank, and of the winner.
:: Some multiplayer glitches appear present on game launch


204
News / Re: Obliteration ensues
« on: January 24, 2011, 01:23:20 am »
Ah cool, that looks even better. :)

Also speed seems pretty nice. :)
Thanks! Even with the CALCnet 2.2 interrupt (of course) running, it was way too fast, so I'm artificially lagging the parabolic motion to make it more pleasing to the eye.  Same with the explosions.

205
News / Re: Obliteration ensues
« on: January 24, 2011, 01:06:26 am »
Thanks everyone.

Correct parabolic motion! Explosions! Corrected explosion terrain removal! Tank collision detection! Tank health display! Game-over condition detection! Wooo.


206
News / Re: Obliteration ensues
« on: January 23, 2011, 03:25:17 am »
Thanks DJ.  Shmibs, I am greatly flattered.

*bump* Lots of late-night coding along with Doctor Who, and I have explosions, a few debugged glitches, and even slightly-buggy terrain destruction! This is also fully-debugged parabolic/projectile motion, which continued to be a pain long after I thought it was working.


207
News / Re: Obliteration ensues
« on: January 22, 2011, 11:30:59 pm »
Thanks everyone, and thanks for the news, DJ.  Some new screenshots from the last two days of coding:

Quote
So! We have turn-taking, we have aiming and power-setting, we have parabolic motion (which was a massive, massive pain in the neck), we have collision detection, and a whole bunch of other cool stuff.  Other than debugging, important things still missing are the explosion at collision, health removal, terrain removal, and detection of turn-skipping and game-over conditions.


208
News / Re: First Calculator on IRC
« on: January 18, 2011, 02:54:12 pm »
Well, you could use your USB port as a serial port with a USB to serial driver or something, then write and read to that port, it's so easy.

Edit: Under Linux you should open /dev/ttyUSB0, under Mac OS X, /dev/cu.usbserial###### or something like that, I think the real problem is under Windows, where it's kinda complicated.
That's how the Arduino gCnBridge software & hardware works, but the Arduino has to do the translation to and from CALCnet 2.2 from/to serial.  You can't simply use the USB Silverlink or Direct USB link as a serial device.

209
News / Re: First Calculator on IRC
« on: January 16, 2011, 10:58:50 pm »
Thanks DJ! I would be happy to help anyone interested in making an Axiom to do so (there's actually only two functions; most of CALCnet is reading and writing the buffer memory locations instead of making calls), but I don't know of anyone who actually knows how to do so.  If you could point such people my way here, on Cemetech, or on IRC, I would appreciate it. :) @Qazz42, only because I haven't but a gCnIRCHub in any other channel to avoid possibly spamming other channels and annoying the administrators.

210
News / Re: First Calculator on IRC
« on: January 16, 2011, 10:24:03 pm »
The better part of a decade of dreaming, a few months of solid CALCnet2.2 development, and a month of globalCALCnet (gCn) work has at last brought us to the first released beta of the software necessary to connect your calculators to the internet.  As previously discussed here on Cemetech, calculator networks connected over gCn appear to the constituent calculators as a single, unified local network, so that users can chat, play games, and even access internet resources over globalCALCnet.  For example, gCn has been connected to IRC (Internet Relay Chat) so that not only can gCn users chat with each other via their calculators from hundreds or thousands of miles away, but can also chat with IRC users around the world.  The two files below respectively contain the software necessary to connect your calculators to globalCALCnet, and information on the hardware needed to connect a CALCnet2.2 network to your computer.  With a simple Arduino microcontroller board and a few miscellaneous components, a CALCnet2.2 network of one, two, or a thousand calculators can be connected to a piece of computer software called gCnClient and thence to the rest of the world.  The gCnClient has been built for Windows, Mac OS X, and Linux, so anyone should be able to use it.  Full instructions are also included for programming your Arduino from any operating system to function as a gCn bridge.  Please test out this beta software, make sure it works well, post photos of your gCn bridge/hub devices, and most importantly, chat and play games over globalCALCnet!

Downloads
gCn (globalCALCnet) Client v0.8 Beta
On the Setup of a globalCALCnet (gCn) Client and Bridge


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