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Messages - Matrefeytontias

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1096
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« 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
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 15, 2013, 01:00:30 am »
Yeah of course I planned that. But like many other things, it'll come later.

1098
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 14, 2013, 05:01:36 pm »
Cool :)
But why don't you use a relative path so we could put the textures.bmp.tns in the same directory as the game?
Because they are not automatically handled by the Nspire, and because I was too lazy to write a function to do it at the time I wrote the demo :P but it's something planned for the engine.
Also beware : the program is much, MUCH slower on an emulator than on-calc. At least on my PC :P
That's strange, all programs I've seen so far were a bit faster on an emulator than in reality. Also, it's quite fast in nspire_emu on my PC. Faster would be too fast :P
As I said, maybe it's only my PC :P

1099
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 14, 2013, 08:18:56 am »
Bump,

Ready to play the first mini-game ever programmed with nRayC ? :P

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  :crazy:) 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 :thumbsup:

I also release both the source of the example and the engine :D

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 :P

1100
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 14, 2013, 02:19:58 am »
Did you put textures.bmp.tns in “/documents/ndless/“ ?

1101
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 13, 2013, 03:21:33 am »
Update :P

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 :P)

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
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« 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 :P

1103
TI-Nspire / [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 12, 2013, 02:58:18 pm »
Hallaw guys,

This is something I wanted to do since ... a year or two :P but I never got it to understand and apply correctly the technique of raycasting.

BUT ! Now it's done :D

So I wrote this library which I named nRayC, because it's an Nspire lib about RAYcasting to be used in C ;D

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 ;D

Share comments :)

1104
TI-Nspire / Re: Matrefeytontias's various animations
« 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
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« 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
TI-Nspire / Re: Matrefeytontias's various animations
« on: June 11, 2013, 12:17:36 pm »
Oops :P gonna correct that right now.

And yeah, that is high, but you can see that I'm right if you actually run the program :P

1107
TI-Nspire / Matrefeytontias's various animations
« 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 :P

1108
TI Z80 / Re: New projet gravity guys z80
« 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
TI Z80 / Re: [Axe] Ikaruga X
« 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 :P

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
TI Z80 / Re: [Axe] Ikaruga X
« on: June 11, 2013, 10:38:46 am »
Indeed,but I think it would slow down the game too much.

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