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Messages - TheMachine02

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286
TI Z80 / Re: [Axe] Super Crate Box
« on: April 30, 2013, 09:58:53 am »
or he has a mutant calc  O.O

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
maybe a hybrid axe/asm librairy is the solution...  ;D 
*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)
CALCULATE DIST
end

for(nb_poly)
for(nb_poly)
find the greatest value in dist list and retrieve ID
end
draw The ID e poly
make the IDe dist value be 0
end


it will be more optimized. (save data)

BUT the algorithm still in O(n²) and optimizable  :P

293
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  :P

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
you know that you are making my librairy useless   >:D ?

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.   :o  It's great that you do a reboot. Let's see where this going to lead   ;D

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.

298
TI Z80 / Re: FileSyst
« on: April 29, 2013, 11:57:07 am »
this is a very great program  :thumbsup: good job  :)

299
Axe / Re: question for searching
« on: April 29, 2013, 10:09:53 am »
you can simply do :

Code: [Select]
getcalc("str1"-->A
length(A)→L
If GetCalc("prgmASDF",L-1)→B
Copy(A,B,L-1)
Else
Disp "Creation error"
End

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
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...)

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