This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Runer112
Pages: 1 ... 107 108 [109] 110 111 ... 153
1621
« on: December 12, 2010, 10:30:20 am »
Holy...
I'm definitely going to have to take a look at your source, though I doubt I'll be able to make many improvements to it lol
Oh, that reminds me... I really should comment this. Of all my projects, this one is probably one of the most important to comment, because it's really math-heavy and employs some algorithms that sometimes confuse even myself and should definitely be explained. I'll get around to that later today.
1622
« on: December 12, 2010, 09:55:34 am »
1623
« on: December 11, 2010, 10:19:22 pm »
this is sweet. can we have an executable?
I just attached a zip file to the first post containing all the source and executable files. Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.
Not yet, but I guess it's certainly possible. I'll look into adding features once I can make it faster though, because it already struggles to run smoothly at 15MHz even at 64x64 with no textures. I also need to try to improve collision detection. If you walk into the outside corner of a solid block at certain angles, you don't collide with it and just walk right into it.
1624
« on: December 11, 2010, 09:31:05 pm »
I had started work on an Axe raycaster a while ago, but forgot about it. However, squidgetx's raycaster reminded me that I had one too, so I went back to work on it. Anyways, it works pretty nicely, although somewhat slowly , and I have different versions with different features. It's pure Axe though, which is pretty awesome. I run all my versions of it at 15MHz. Unless you want me to go into the technical details, I won't, because that stuff is pretty ugly. But screenshots are cool! Most of what I need to do now is try to make it faster, because these are all using the full 15MHz and it would be nice to save some processing power for other things! EDIT: Attached a zip file containing the source code and compiled executables for all four versions.
1625
« on: December 10, 2010, 11:51:59 pm »
A main reason why not much more than 4-level grayscale has been done before is because the screen driver is so slow. Even if a program theoretically uses a high level of grayscale, the screen and driver are physically incapable of producing much more than a somewhat solid-looking 8-level grayscale.
1626
« on: December 09, 2010, 12:32:06 am »
In which case the size to beat is 586 bytes. (Remarks distinguishing the two versions I attached can be found on the bottom of the first page) EDIT: I just realized that I had previously added comments with the size of the code, but I hadn't updated it. So ignore all the comments that declare a size of 608 bytes.
1627
« on: December 09, 2010, 12:17:07 am »
I think I might have been the first to notice it and upload a file of that type. Not sure though.
1628
« on: December 09, 2010, 12:09:18 am »
I noticed that about the font too, but I didn't change it because that would be cheating. Also, I purposely avoided inline because that would be cheating too. (Unless Builderboy specifies otherwise)
1629
« on: December 08, 2010, 11:14:06 pm »
I attatched my solution (602 bytes) to my original post saying that I had completed it.
1630
« on: December 08, 2010, 10:10:20 pm »
Although not a terribly large saving, you may as well use what I've been working on and save yourself about 170 bytes.
1631
« on: December 08, 2010, 09:52:48 pm »
The tricky part of this is trying to compress it in a way that the size of the code itself doesn't offset the amount of data saved, because not much data is being compressed.
But I got 608 bytes. Storing the data as a raw picture and putting it onto the screen and buffer would take 777 bytes. If anyone gets any better, let me (and Builderboy) know.
EDIT: 606 bytes.
EDIT 2: 605 bytes.
EDIT 3: 602 bytes. I think this is as small as I'm going to get it, so I'm attaching what I have. I included two versions because, although the second is 2 bytes larger than the first, you might consider it better. Whereas the second one updates the screen all at once, the first one updates the screen 4 times throughout the process due to the Bitmap() calls drawing directly to the screen. This slight delay isn't very noticable, but I figure I'll just give you both options.
1632
« on: December 08, 2010, 07:56:13 pm »
Does the DrawInv routine already exist?
1633
« on: December 08, 2010, 07:23:51 pm »
* Runer112 accepts your challenge EDIT: I should ask: what drawing routines will already exist in the program? I don't want to use the rectangle routine, for instance, if it doesn't already exist and adding it would inflate the code larger than using some other method.
1634
« on: December 08, 2010, 12:46:21 am »
Oh right I see now.
I guess it definitively has its uses and is not that bad. I didn't understand why Runer112 was bashing that program, hence why I rated one of his posts down there. I'M not sure why he was trying to discourage you from working on that program...
I wasn't bashing it, I just didn't understand how it would work
1635
« on: December 06, 2010, 07:10:10 pm »
Simple bug: the *-1 auto-optimization is missing. BTW: I have to thank Runer for the Avatar.
I remember making that!
Pages: 1 ... 107 108 [109] 110 111 ... 153
|