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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet
« on: December 31, 2013, 07:47:58 am »
You're right, looks like it's a bug. I know how to correct it though.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 31, 2013, 07:47:58 am »
You're right, looks like it's a bug. I know how to correct it though.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 31, 2013, 05:42:01 am »
Okay, so I'm done with the tunnel game, it's ready to release
![]() The tunnel starts large and slow and become faster and smaller as you progress ! Try to beat 1578, my highscore ![]() 678
TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 31, 2013, 03:40:12 am »
It's actually faster than when wireframe
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 30, 2013, 05:19:08 pm »
I have solid rendering awesomeness working !
![]() Actually, it only works when segments are not connected. So I planned to release two games : an actual 3D clone of the Tunnel game and another one more interesting ![]() I'll post screenshots of both when I'll have collisions done for the former, and clipped connections for the latter. ![]() 680
TI-Nspire / Re: [C] F-Zero : trackSpire« on: December 30, 2013, 01:51:03 pm »
Yeah that can be done easily. Not sure if I will include it though, because it wouldn't be fair to not include it as an option in the map editor, and I don't want such options to be accessible.
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TI Z80 / Re: zStart - an app that runs on ram clears« on: December 30, 2013, 01:09:14 pm »
You can still retrieve the hook zStart uses, but that'll be super annoying to get working. It'll involve PageSwap - to enter zStart's page - but I didn't think of it very much for now.
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TI-Nspire / Re: [C] F-Zero : trackSpire« on: December 30, 2013, 01:05:06 pm »
There is nothing such as backgrounds for now, but they are planned. Tiles translation is something easy enough to implement but I don't think I'll use it (I'll flash the ship when it takes damages instead). I don't know what is Death Wind.
For now I'm working on having a tilemap to test things on ![]() Move the cursor with the (click|touch)pad, place a tile with [enter], go to next/previous tile with [ +]/[-], open the goto popup with [g] and exit with [esc]. The tilemap is automatically saved to F-Zero.tilemap.tns on exit. When you're done, just send me this very file. 683
TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 30, 2013, 12:56:29 pm »
It's exactly what I did in this update
![]() ![]() ![]() There are still some clipping bugs when you're outside the tunnel, but you're not supposed to be there anyway. Next step : attempt solid rendering. I think I see a method that wouldn't be too CPU-intensive. 684
TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 30, 2013, 12:26:29 pm »
I think a 3D tunnel is not overkill enough though
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Other Calculators / Re: [AXE] Little contest :D« on: December 30, 2013, 09:16:44 am »
Nope, you meant x . (2n-1).
* Matrefeytontias runs When you compile an Axe program, you can compile as a Noshell program, or as a Ion one or a MirageOS one, an app, and you also have the fusion option.And DoorsCS7. 686
Other Calculators / Re: [AXE] Little contest :D« on: December 30, 2013, 09:01:59 am »
It's a compiling mode useful for reducing the size of your test programs. Instead of being included in the final program, Axe functions are directly executed in the Axe app.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 30, 2013, 07:00:26 am »But you know the position of the four vertices that make a segment?More on that below. That looks so coolYeah actually I forgot to add that ![]() This looks a lot like what ben_g did here. Was it made on purpose to compare your performances with GLib again ?It was made on-purpose, but not to compare perfomances. I just loved the game ben_g showed, and wanted to make one similar but more advanced ![]() look greatI draw 116 lines. That's why it's not so fast. Mh yeah actually I could discard a segment if its leftmost X is smaller than the leftmost X of any nearer segment, and same for other vertices. Since my vertices are already ordered from nearest to furthest, that'll be simple. The only downside is that since the culling does not depend on the camera, you must stay inside the tunnel to see things correctly. In the final game, you won't be supposed to go outside of it anyway ![]() 688
TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 29, 2013, 08:18:54 pm »
But I can't do that since I don't draw rectangles at all ... I only connect the vertices of two segments and the vertices of a single segments with a clipped line.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 29, 2013, 07:37:12 pm »
Actually no, because of the way I defines faces. To be precise, only 10 vertices are displayed at a time, and 0 faces. I have a vertex at the center of each vertical segment, and each segment has a width (on the X axis) and height (on the Y axis), this way I do minimum calculations.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 29, 2013, 06:53:06 pm »
In a tunnel ? And enemies would slow down the game too much I think.
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