286
TI Z80 / Re: [Axe] Super Crate Box
« on: April 30, 2013, 09:58:53 am »
or he has a mutant calc
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. 287
Humour and Jokes / Re: If there was tech support in botswana...« on: April 30, 2013, 09:56:36 am »
Go find them.
I always have bugs when I do the first run of my program 288
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: April 30, 2013, 09:54:14 am »
that not exactly this
I create my list : n I sort it, and directly create the id list : n² then I read,to the id list to render :n I have 2n+n² in all,wich is ... slow. But how can I sort and create the ID while creating the distance list? 289
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: April 30, 2013, 09:29:36 am »
ahh ! so It's when I create the dist list that I sort it ?
290
Humour and Jokes / Re: If there was tech support in botswana...« on: April 30, 2013, 09:28:29 am »
then make an other one
Why are we always in the wrong line in the supermarket ? 291
TI Z80 / Re: [Axiom] AxeJH3D, a(n almost) complete axiom for 3D development !« on: April 30, 2013, 09:24:09 am »
maybe a hybrid axe/asm librairy is the solution...
*TheMachine02 dreams of very beautiful things 292
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: April 30, 2013, 09:21:08 am »
yes that the goal of the GSort()
but, if I delete the cmd, add a GDrwSortArray() cmd, who include direcly the sorting algo with somethng like as willrandship say (if I well understand): Code: [Select] for(nb_poly) it will be more optimized. (save data) BUT the algorithm still in O(n²) and optimizable 293
TI Z80 / Re: [Axiom] AxeJH3D, a(n almost) complete axiom for 3D development !« on: April 30, 2013, 09:16:31 am »
yep, but you do thing with a lot moar optimized way
294
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: April 30, 2013, 08:50:48 am »
The Gsort() command create a 2 bytes list of distance, sort them and give a list of ID like :
{1000,2500,5000,100} -> list created {2,1,0,3} -> list of ID I'm currently using a O(n²) algorithm, so it's sure it can be optimized as side part, I work on portal and run some speed test, with a constant speed for clipping : a large world (256 vertices with 16 portals,16 vertices by sector) are rendering at the speed of +-17 fps (in wired mode) so it's perfectly playable !! I hope the clipping will not be too much slow, tough. 295
TI Z80 / Re: [Axiom] AxeJH3D, a(n almost) complete axiom for 3D development !« on: April 30, 2013, 08:42:21 am »
you know that you are making my librairy useless ?
anyway, it's very good job. 296
TI Z80 / Re: Inferno: The Reboot« on: April 29, 2013, 12:11:24 pm »
wow this is a very fun game. It's great that you do a reboot. Let's see where this going to lead
297
Axe / Re: Post Your Tools« on: April 29, 2013, 12:02:14 pm »
I mostly use zstart and IES: http://ourl.ca/17753 who is online.
sometime, I use Deep Thought's sprite editor too. 299
Axe / Re: question for searching« on: April 29, 2013, 10:09:53 am »
you can simply do :
Code: [Select] getcalc("str1"-->A the bug came from the last byte, that is not a part of the string EDIT : oops, I corrupt data with copy(A,B,L) 300
TI Z80 / Re: [Axiom] AxeJH3D, a(n almost) complete axiom for 3D development !« on: April 29, 2013, 10:04:13 am »
it's sure that a MC can't be done on a z80 even in 15MHz... it's require too much game mechanics, but I think that a VERY simplified engine can be done, though.
(like in black and white, no texture, only wired...) |
|