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Messages - Levak

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736
TI-Nspire / Re: TI-Nspire emulator
« on: July 09, 2011, 02:22:42 pm »
Have you notified that the OS 3.0.2 reboots infinitively ? (tested with boot2 1.4)

I've noticed this. In OS 3.0.2, if you're using boot2 1.4, then it updates to boot2 3.0 and then immediately reboots (the reboot is to prevent the bricking that sometimes happened on-calc in OS 3.0.1). Of course, updating boot2 means nothing if you're using the /B option, so you'll get an infinite loop.
Thanks you for this clear explanation =)

Quote
another way around this problem is just to use TNOC.

Oh yeah ! I've forgot completly this method x)
This was what I've done with my OS 3.0.1 xD

737
TI-Nspire / Re: Pacman Lua
« on: July 09, 2011, 02:06:11 pm »
About the screen refresh, don't forget the optional parameters of platform.window:invalidate()

( platform.window:invalidate([x, y, width, height]) )

That refreshed only the part of the screen you want ;)


This hasn't been tested as a bench, but I don't think that it's as faster as without argument.
There is two way of mind :

 - The on.paint(gc) is the user part of drawing the screen. Thus, the concerned shapes are drawn with a condition in all the gc:draw/fill routines. That will slow the entire process with a, most of the time, useless condition.

 - The on.paint(gc) fills the entire buffer without condition. When there is a specified condition, we apply a fusion mask to overlay the new buffer with the old screen. This is even faster when there is no condition, slower when there is one.

Thus, two ways of mind that have their avantages. I think a full bench will reveal which method is used, but I'm pretty sure it is the second one, so it is slower to draw a specified part of the screen.

738
Lua / Re: what should l do if l want two speed? it doesn't work
« on: July 09, 2011, 12:56:30 pm »
You forgot to define event1:init() and event2:init(), and then, you forgot to call them once.

This is a restriction of using class(), you may define a constructor, and call it to create the object

739
TI-Nspire / Re: [TI-Nspire] Make3D - TI-Basic to Lua
« on: July 08, 2011, 08:55:24 pm »
I'm lasy, so a picture will be better :


                                                                                                                                otherwise

740
TI-Nspire / Re: TI-Nspire emulator
« on: July 08, 2011, 04:35:51 pm »
Have you notified that the OS 3.0.2 reboots infinitively ? (tested with boot2 1.4)

741
TI-Nspire / Re: My Nspire contest entry - Zombie FPS game
« on: July 08, 2011, 11:15:22 am »
He can't provide the link because its his contest entry. You will have to wait a bit :)

I think it is the reason why he wants the link :p

742
TI-Nspire / Re: [TI-Nspire] Make3D - TI-Basic to Lua
« on: July 07, 2011, 02:34:24 pm »


Translation : mouse handle is done for Grab, Scale and Rotate Tools, have fun !
(as the picture show, it is compatible with Nspire-player)

743
I think he means that if Ndless 3 comes it'd be good to have an on-calc text editor with a LUA>TNS Converter. Keep it simple :)
^this

744
Miscellaneous / Re: Random YouTube Videos
« on: July 07, 2011, 11:28:57 am »
O_o
You made my day \o/

745
Even if it's not a compiler, it looks like one...
How should we call that ? an "encryptor" ?
Well .. a shell ?

747
Miscellaneous / Re: Post your desktop
« on: July 06, 2011, 01:00:52 pm »
Age Of Empires III is not a game ? :o

748
TI-Nspire / Re: [TI-Nspire] Make3D - TI-Basic to Lua
« on: July 06, 2011, 12:45:50 am »
Hi !

Updated today many little things (I guess they can't be felt)
  • Fixed a bug when we delete multiple objects
  • Changed the global axis orientation to a right-hand rule (it was a left-hand one before)
  • Optimization on the trig table when operate the rotation
  • Fixed the rotation bug (the rotation matrix was wrong)
  • Clever rename routine based on Blender one when we duplicate objects
  • Duplicate an object invoke Grab tool (like in Blender)
  • Many many many little bug fix, sometimes I can't bear how stupid I can be

749
TI-Nspire / Re: [TI-Nspire] Make3D - TI-Basic to Lua
« on: July 04, 2011, 10:32:08 pm »
Made the same to Grab and Scale transform tools



The performance limit can be felt here : I duplicated 26 times the basic cube I had which contains 27 points, thus, 24 faces

This results in 702 dots and 624 faces. Who will reach this limit ? :p

For those who want to test (same link) ;
http://levak.free.fr/ftp/nspire/Make3D/Make3D.tns

Basic shortcuts :
  • Space : invoke context menu
  • Shift+D : duplicate
  • Shift+X : delete
  • R : invoke Rotation tool
  • G : invoke Grab tool
  • S : invoke Scaling tool
  • Tab/Shift+Tab : target an object
  • Enter : add targeted object to selection

When we invoke a tool :
  • X : use the tool along the X axis
  • Y : || Y axis
  • Z : || Z axis
  • Shift+X : use the tool along all axis except X axis
  • Shift+Y : || except Y axis
  • Shift+Z : || except Z axis
  • - : negative value

750
TI-Nspire / Re: [TI-Nspire] Make3D - TI-Basic to Lua
« on: July 03, 2011, 11:02:40 pm »
Ok, back !

I passed my exams \o/ \o/ \o/

So, today I re-installed my ubuntu to v11.04 and continued Make3D development !

I updated the entire source code with my Sudoku one. It was really simple, everything is extensible and modular =p
http://levak.free.fr/ftp/nspire/Make3D/

I added a basic Transformation Screen overlay so that I can use it for any future transformations. For now I support the rotation transformation. It works exactly the same way as on Blender :

Pressing R gives the opportunity to rotate the selected objects in any directions (x, y, z)
Pressing R, then (or later) X, or, Y, or Z, lets us rotate along the X or Y or Z axis
Pressing R, then (or later) Shift+X or Shift+Y or Shift+Z, lets us lock X or Y or Z axis during rotation (thus it is a Y and Z or X and Z or X and Y rotation)
Pressing R, then a number (like 42) lets us rotate of a certain value. We can use (-) symbol

I'm working on the mouse handle for this concept.



For now, I'm working in degrees. Why ? only because I work with a trig table that I initialize only once at the beginning. I'm sure that for educational purpose it is a problem, because we have to use values like pi over 2, over 4, over 3 etc ... and there are not rational values. This is why, for now again, we can't enter values like 0.5 or so. The current architecture of Make3D lets me to use it in a different way.

Make3D renders a scene.
A scene is a basic list of several objects
Each objects has properties (like points, faces, color, origin, position, rotation, scale)

The render engine, every time, rotates the model along its origin, scales it, and grabs it then, rotates the entire resulting points list using the camera rotation. I'm sure you're thinking "he's mad ! he rotates 2 times the model !" >> I've no choice ! look :

When we rotate a model, we rotate it along one 3D point. It is, most of the time the {0, 0, 0} point. But, in fact it could also be the origin of the model !
Now, let's move the model, let's say {1, 0, 0}.
Now, let's rotate the model. Hum ? problem ? What is the rotation center point tho ? {0, 0, 0} ? or {1, 0, 0} ?
Here is the answer to the previous inb4 question :p

So, this way of mind let's me cheat with non integer values of rotation keeping the big optimization of a trig table !
Why ? Because I can store those values as a property, but, when I'm gonna render the model, I will approximate this value as an integer between 0 and 360 degrees. I think I will also take care about the document mode (radiant or degrees).

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