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Messages - Matrefeytontias
Pages: 1 ... 29 30 [31] 32 33 ... 133
451
« on: April 29, 2014, 05:07:35 am »
I guess that's because of the many difficulties due to working with 3D at all. Having tried, I think of 3D as a powerful but extremely hard-to-use tool when it comes to calculator programming
452
« on: April 28, 2014, 01:05:22 pm »
Well, probably because it has been started 13 years ago and abandonned 5 years ago.
453
« on: April 27, 2014, 08:27:28 pm »
Well I don't know for sure. I read in the MaxCoderz thread that he worked on it since 2001 (which is a pretty long time if you ask me) ; so I guess the only thing we can really do is send him an email asking for the source (I would like to at least, because I'm quite fascinated by this piece of work). Though I have a bad experience of asking insistantly for a source code (sorry about that calc84maniac ).
454
« on: April 27, 2014, 08:16:43 pm »
So yeah. I was wandering in WikiTI's Experiments page, section 3D engine, and went trough different links to see which ones included source (you know, documentation and all). I had heard about qarnos's Aether3D but in some way I never got my hand on it or anything related to it. Until I found an actual download. The zip doesn't contain the lib's source unfortunately, but the lib itself has been compiled into a flash app accessible via the same mecanism that I use with PageSwap (mapping the app to bank A and stuff). Taking a look at the readme (an amazing readme, you should see it), I realized how awesome it was, and how close to OpenGL it actually was (scaled down to z80 calcs of course). So it has pretty much anything one could expect from a 3D engine : rotations, camera handling, matrices, quaternions, model-loading automagic, arbitrary polygon-filling (any number of points), proper 3D clipping, all that stuff. So I'm not doing it right now since it's 2:15 am, but I'm pretty sure it would be worth it to dive into it a bit (the zip includes an example and some models to play with), but I guess it'll be hard since the latest (understand : 2008) source is non-available. Just pointing out.
455
« on: April 10, 2014, 12:41:08 am »
You can use whatever variable or function within a subroutine. It'll be easier if you just post your code.
456
« on: April 09, 2014, 04:37:44 pm »
Possible reasons of why it would quit instead of return to main execution : - You use Returnr instead of Return at the end of the subroutine.
- You do Goto Subroutine instead of Subroutine().
457
« on: April 08, 2014, 06:58:56 pm »
Bump,
Don't know if it's intentional or a bug, but the camera will block to a perimeter of 256*256 in X and Z. I'm kinda not okay with that, as it's very small - see GGetKey, where getKey(1)-getKey(4) is checked against trig and ±16384.
458
« on: April 07, 2014, 01:26:50 am »
Why are there only half of the Axe results ? I don't even know what round it is.
459
« on: April 04, 2014, 02:34:57 pm »
Bump, Anyone willing to help ? I'm really running out of ideas here ... Also, I'm in the process of converting that routine to assembly for those who are better with this latter.
460
« on: April 01, 2014, 06:05:15 pm »
Still seems fake. TI buying Omnimaga = community content controlled by lucrative corporation = interests everwhere = no right to disagree = no going against them. Just imagine how happy they would be with Ndless that gives nearly full control on Nspire OSes as they desperately try to block it, or the hacked signature keys for apps and 3rd-party OSes (KnightOS for example). I'm also sure they would be happy with the disassembled TIOS source floating around here. So unless TI really changed its mentality in a very significant (and sudden) way, I'm hoping this is a classic April fool.
461
« on: April 01, 2014, 04:27:35 pm »
It's Zedd Physics Library, written by Builderboy a couple years ago. You may find it on ticalc.org using the Search bar.
462
« on: April 01, 2014, 12:22:57 pm »
Haha nice Chicken Invaders is a cool stupid game, nice to see it for the Nspire By the way, welcome on the forums have some peanuts :
463
« on: March 31, 2014, 11:33:16 am »
Hey guys, These last days I've been working on a textured triangle routine, mostly for the sake of having done one. For now it's Axe, I think it's rather well optimized (not too much) but it's still way too slow for my taste, so I thought of porting it to ASM. So far I have this. It doesn't do any clipping on any side, so trying to draw out-screen will mess up your calc real good : :E8000→°DX1+2→°DX2+2→°DX3+2→°X1+2→°X2+2→°DU1+2→°DU2+2→°DU3+2→°DV1+2→°DV2+2→°DV3+2→°DU+2→°DV+2→°U1+2→°U2+2→°V1+2→°V2+2→°SFlag+2→°SMid+2→°SEnd+2→°SX1+2→°SX2+2→°SU+2→°SV :.Tri(°X1Y1,°X2Y2,°X3Y3,°U1V1,°U2V2,°U3V3) :.Pic1 is a 16*16 image :Lbl Tri :Data(128,64,32,16,8,4,2)→GDB1MASK :If {r1+1}>{r2+1} :Exch(°r1,°r2,2 :Exch(°r3,°r4,2 :End :If {r2+1}>{r3+1} :Exch(°r2,°r3,2 :Exch(°r4,°r5,2 :End :If {r1+1}>{r2+1} :Exch(°r1,°r2,2 :Exch(°r3,°r4,2 :End : :{r2+1}-{r1+1}?,+1 :→Θ :{r2}-{r1}*256//Θ→DX1 :{r5}-{r4}*256//Θ→DU1 :{r5+1}-{r4+1}*256//Θ→DV1 : :{r3+1}-{r1+1}?,+1 :→Θ :{r3}-{r1}*256//Θ→DX2 :{r6}-{r4}*256//Θ→DU2 :{r6+1}-{r4+1}*256//Θ→DV2 : :{r3+1}-{r2+1}?,+1 :→Θ :{r3}-{r2}*256//Θ→DX3 :{r6}-{r5}*256//Θ→DU3 :{r6+1}-{r5+1}*256//Θ→DV3 : :DX2-DX1?,1.0 :→Θ :DU2-DU1/*Θ→DU :DV2-DV1/*Θ→DV :0→SFlag : :{r1}*256→X1→X2 :{r1+1}→Y :{r2+1}→SMid :{r3+1}→SEnd :{r4}*256→U1→U2 :{r4+1}*256→V1→V2 : :If DX1-DX2/32768 :°X1+1→SX1 :°X2+1→SX2 :°U1→SU :°V1→SV :Else :°X2+1→SX1 :°X1+1→SX2 :°U2→SU :°V2→SV :End : :While 1 :.Draw texture slice :{SX1}→X :{SX2}→Θ :{SU}r→U :{SV}r→V :X and 7→r5 :X/2/2/2+(Y*12)+L6→r6 :!If r5 :Else!If -1 :{r6} :./128 :Asm(3E80A5076F :Else!If -1 :{r6} :./64 :Asm(3EC0A507076F :Else!If -1 :{r6} :./32 :Asm(3EE0A50707076F :Else!If -1 :nib{r6*2} :Else!If -1 :{r6} :./8 :Asm(CB3DCB3DCB3D :Else!If -1 :{r6} :./4 :Asm(CB3DCB3D :Else!If -1 :{r6} :./2 :Asm(CB3D :End :→r4 :While 1 :r4*2 :+({V/256*2+Pic1}rree(U/256))→r4 :!If r5+1 and 7→r5 :r4→{r6} :r6++ :0→r4 :End :DU+U→U :DV+V→V :EndIf X++>Θ :r5?r4*{r5-1+GDB1MASK} or {r6}→{r6 : :If SFlag :DX3+X1→X1 :DU3+U1→U1 :DV3+V1→V1 :Else :DX1+X1→X1 :DU1+U1→U1 :DV1+V1→V1 :End :DX2+X2→X2 :DU2+U2→U2 :DV2+V2→V2 :Select(Y++,≥SMid?→SFlag) :EndIf >SEnd :ReturnIt does work, but it's reaaally slow (drawing 2 triangles is 6 FPS at 6 MHz) : So before starting porting it to ASM (after I've got clipping working, but that is easy with the current code), I wanted to know if there was a better technique to do that. Basically, I'm doing it on a per-pixel logic (of course) but I interpolate every X and every Y, which I think is too slow. Then I came around that 10-years old ASM scaled sprite routine by Badja and looking at the source and at how fast it was I felt like that technique could be used, although it can only shrink sprites. Basically, instead of interpolating every X, it calculates how many pixels has to be skipped and does the corresponding shifts according to it. Would that be something feasible ? I didn't give it much thought by now, but seeing how slow my routine is, I'm pretty confident that there is a faster way. If it's not feasible in Axe but only ASM, it's fine, since I ultimately want to have an ASM textured triangle filler.
464
« on: March 30, 2014, 04:14:07 pm »
Yeah good luck raycasters are always great to watch running
465
« on: March 30, 2014, 03:03:14 pm »
You can't do whatever→L1. But you can do {whatever}→L1 You mean whatever->{L1} of course.
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