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Messages - Matrefeytontias
Pages: 1 ... 72 73 [74] 75 76 ... 133
1096
« on: June 15, 2013, 05:43:23 am »
@Spenceboy98 no problem, but you'd prefer to wait a little until I put in the lib some things to make its use easier (I have some defines in mind).
@ExtendeD Why that ? I didn't use any other library than the one I wrote ... <and fdlibm>
1097
« on: June 15, 2013, 01:00:30 am »
Yeah of course I planned that. But like many other things, it'll come later.
1098
« on: June 14, 2013, 05:01:36 pm »
1099
« on: June 14, 2013, 08:18:56 am »
Bump, Ready to play the first mini-game ever programmed with nRayC ? I programmed a small maze as a proof of concept ; it runs fast enough, has 5 64*64 textures including one edited each frame (the exit is a block of moving plasmaaaaa ) and 4 loaded from an external bitmap, and collision detection to detect the exit To play, same than before : put test.tns wherever you want and textures.bmp.tns in "/documents/ndless/". And the source is ... 105 lines, including a 24-lines map declaration I also release both the source of the example and the engine For now, the engine is nRayC.c and nRayC.h, but later I'll write a doc and compile it in a static lib. You can still use test.c and the functions' prototypes as a small doc Also beware : the program is much, MUCH slower on an emulator than on-calc. At least on my PC
1100
« on: June 14, 2013, 02:19:58 am »
Did you put textures.bmp.tns in “/documents/ndless/“ ?
1101
« on: June 13, 2013, 03:21:33 am »
Update I finished writing a working R5G6B5(r,g,b) macro, which automatically converts either to R5G6B5 for CX calcs, or a corresponding greyscale for non-CX calcs (among other things ) I felt like I could post a small demo you need both test.tns and textures.bmp.tns. Since I didn't take care of paths, textures.bmp.tns needs to be in "/documents/ndless/" for the program to work. I could test it with my Nspire CAS, but I couldn't test with a CX, so if CX users could test it and tell me how it runs, it'd be cool Also @tr1p1ea : it's based on Lode's technique.
1102
« on: June 12, 2013, 04:40:25 pm »
Thanks Yeah it's really fast - even too much, I had to set the movement speed to 0.5 and the rotation speed to 6° to be able to move and see what's going on at the same time
1103
« on: June 12, 2013, 02:58:18 pm »
Hallaw guys, This is something I wanted to do since ... a year or two but I never got it to understand and apply correctly the technique of raycasting. BUT ! Now it's done So I wrote this library which I named nRayC, because it's an Nspire lib about RAYcasting to be used in C Although this library is mainly focused on raycasting, it's not its only use : I also included a bunch of functions, like pixel, line and even triangle (why not) drawing, tile detection, bitmaps loading and stuffs. Currently, the library features raycasting rendered by a unique function : void nRC_rayCasting(int *map, Vector player, ScreenPoint mapDimensions, Vector dir, Vector planeVec, uint16_t *textures, char *buffer)It also provides two structures as you can see, ScreenPoint and Vector. I don't release anything for now because I don't think it's ready to be released, but I attach a screenshot of what it can do I'm working actively on it, so expect progress every 2 days Share comments
1104
« on: June 11, 2013, 12:38:38 pm »
Thanks I just submitted a file at ticalc.org that contains this one, its source and a quick tutorial on how to write plasmas. It should pop up in a few hours/days
1105
« on: June 11, 2013, 12:20:18 pm »
Bump ...
Yeah, I read what Augs "just" posted (in term of space, not time), but still. Is this dead or not ?
1106
« on: June 11, 2013, 12:17:36 pm »
Oops gonna correct that right now. And yeah, that is high, but you can see that I'm right if you actually run the program
1107
« on: June 11, 2013, 11:20:24 am »
Hallaw people, In my free time I like to program some small animations on my calc, and I thought it could be cool to make a topic to show you the ones that I think should be shown [Ndless C] Plasma (I know this already exists, but it doesn't use SDL anymore, for this I reused part of a library I'm writing to deal with screen and pixels). My library handles cross-compatibility, so you can use the same *.tns file for both CX and non-CX calcs It takes ≈ 6 seconds to start because it has to compute and store 76800 * 7 sines and 76800 * 2 square roots in a table in order to get a decent execution speed
1108
« on: June 11, 2013, 11:08:13 am »
I don't think that you could switch gravity in mid-air in any version of Gravity Guy. That's what made the game hard to beat.
1109
« on: June 11, 2013, 11:03:23 am »
Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies. It wasn't really hard, though. I didn't use any bomb. Remember that we're speaking about a danmaku programmed in Axe on a 83+ non-SE, intended to run correctly and be playable at 6 MHz, and not even finished I'm looking forward to harder levels ! I recommend using more aimed bullets, and streaming-based levels. Well, that will be hard due to the reasons given above. But I hope that you'll find the next levels (I planned 5 in total, due tu space restriction) harder than these ones
1110
« on: June 11, 2013, 10:38:46 am »
Indeed,but I think it would slow down the game too much.
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