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Messages - Matrefeytontias
Pages: 1 ... 70 71 [72] 73 74 ... 133
1066
« on: June 23, 2013, 02:12:18 pm »
I understand what you mean, but I'm walking this way just because I'm not yet that "professional software programmer" you said when things will change, I'll change with them (or at least I'll do my best to).
1067
« on: June 23, 2013, 07:34:14 am »
What Hayleia said. How can you judge me
Judging you ? Where is it question of judging people here ?
Well yeah, it's badly said, I meant judging what I'm doing. I don't like how you say : In short, I don't really like the word "library" to describe bunch of code you reuse from one project to another. This is most likely called "toolkit". A library is attended to be distribued and used by others and as far as I can see you're not willing to release it as a standalone library.
Without knowing that I only use a sole function of a whole engine that is already released. And the reason why I'm not using nSDL (and not "boycotting", it's a great lib) is that I really like to know exactly what I'm doing, not only to make things work like I want them to, but also to understand concepts.
1068
« on: June 23, 2013, 06:06:42 am »
What Hayleia said. How can you judge me when you know nothing about what I wrote ? In short, I don't really like the word "library" to describe bunch of code you reuse from one project to another. This is most likely called "toolkit". A library is attended to be distribued and used by others and as far as I can see you're not willing to release it as a standalone library. It's exactly the contrary. I only use nRayC's setPixel function.
1069
« on: June 23, 2013, 05:57:49 am »
Yeah but I won't start it before a while, since I need the engine to be complete enough first
1070
« on: June 23, 2013, 05:50:38 am »
It's a surprise, since it's a game that never met calculators before
1071
« on: June 23, 2013, 05:24:15 am »
I planned to make one as soon as the engine is done
1072
« on: June 23, 2013, 03:36:55 am »
Well, we'll see, but since the raycasting alone is heavily unoptimized, although very fast, there is still some speed to gain.
1073
« on: June 22, 2013, 05:25:06 pm »
Of course, I'm adding these functions to my TODO list : - nRC_floorCasting
- nRC_ceilCasting
- nRC_scrollingSky
1074
« on: June 22, 2013, 01:24:40 pm »
You see ? It works well * Matrefeytontias lost (thanks DJ)
1075
« on: June 22, 2013, 12:52:39 pm »
Yeah, please do, but please give me credits for it also good luck for your port ! I was wondering if for some textures, you could actually generate some programmatically (especially for geometric ones), maybe it would take less size ?
Yeah of course, but then you won't be able to add a generated texture to an array of already loaded ones unless you planned a blank 64*64 spot in the texture file to store it (that's what I did to store my plasma in the demo). But of course you can still produce an array only made out of generated textures. But once again you won't be able to load textures from files and put them in the same array.
1076
« on: June 22, 2013, 11:08:54 am »
Cool, but the plasma looks weird IMO ... lol, it is far faster than the axe version, nice job
Of course it is, since it's ASM By the way, I wonder how cool would a racing or tunnel game be if the track was made of an animated plasma effect? Basically, the white would be black and the gray white, and you would have to stay inside the white area.
I don't really see how you could make a game out of a plasma ... excepting maybe a texture for a raycaster like I did with nRayC
1077
« on: June 21, 2013, 05:20:30 pm »
Be sure to post a screenshot, or even better the textures file
1078
« on: June 21, 2013, 05:02:32 pm »
Xeda asked for the source so I posted it on pastebin, but for some reason I can't reach it you'd better look at the "Axe plasma" thread.
1079
« on: June 21, 2013, 02:16:55 pm »
If you want to do that, you'll have to load a bitmap which is made out of 64*64 tiles and which has the exact same size than the currently used bitmap ! Also, the 64*64 white square is the area used to draw the plasma texture.
1080
« on: June 21, 2013, 11:43:35 am »
Bump, nRC_loadBMP now automatically detects and handles : - 1-bit monochrome bitmaps (B/W)
- 4-bits grayscales bitmaps (16 colours)
- 16-bits R5G6B5 bitmaps (65,536 colours)
- 24-bits R8G8B8 bitmaps (16,777,216 colours, but they are scaled down to the Nspire screen, so either 16 or 65,536 colours)
They're the most common types of bitmaps :) I planned the support for paletted bitmaps for later, since it's pretty complicated. Also, I added some constants to make porting the engine easier, so this should make your life easier Spenceboy98 :) Also, the new build of the demo now uses relative paths, so you just have to put textures.bmp.tns in the same directory :thumbsup: I also formatted the whole directory in a logical way x) documentation will be included in the next release (I hope :P) EDIT : of course, if you have any wish for this engine, please share your ideas, I'll be happy to add them to my TODO list :)
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