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Messages - TheMachine02

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76
Humour and Jokes / Re: Weird/funny pictures thread
« on: February 24, 2014, 10:04:25 am »
I've just saw this ads on TV  O.O
* TheMachine02 lost

77
TI Z80 / Re: Flappy Bird - Hayleia
« on: February 21, 2014, 09:46:57 am »
By the way, why are you pushing (and pop after) all register at the begining of your interrupt routine ? That is useless, unless you use shadow register, wich I haven't saw in your code.

78
Web Programming and Design / Re: I made a thing
« on: February 21, 2014, 05:43:45 am »
>< Well I don't know how you did it. My highscore still 0 :p It is indeed very addictive. Very good job sorunome !

EDIT : well after a miracle, I succed to do 3  :D

79
TI Z80 / Re: Flappy Bird by Josiah W
« on: February 21, 2014, 05:35:58 am »
Also, every

Code: [Select]
If E<<0
...
can be optimized like that :
Code: [Select]
If E.32768
.it is the plot   .   token

(this is mainly a speed optimization, don't know if it will save some bytes).

Anyway, seems pretty good  version of Flappy :P

80
Axe / Re: Axe Q&A
« on: February 19, 2014, 11:52:44 am »
Does using #ExprOn in a program affect axiom too ?
I mean, if an axiom use the axe multiplication and the program calling axiom command have #ExprOn, does the multiplication will be optimize for speed too ?

81
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: February 18, 2014, 09:27:52 am »
Sound like there was very good progress here. Good job for this first animation, it's look sooo greeaattt  :P

82
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 13, 2014, 06:31:53 am »
Where are those "extra functions' you talk about ? :P

Function used to manage camera / camera sructure :p

EDIT : also, it would be worth noting that r4 to r6 can't be used in a vertex shader due to GUpdateVBO using them in the For loop. Took me some time to understand why my program wasn't working.

Indeed. I have added that

83
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 12, 2014, 07:56:06 am »
* added some pipeline info
* fix some typos (but many is still there I guess  :P )

84
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 08, 2014, 05:41:34 pm »
added some info about vbo, but Idk what I can do on this subject/ supplementary info to add.  :P

85
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: February 06, 2014, 12:25:30 pm »
basically some sort of opengl's stack operation (glPush(), glPop() ), but I simplified it and make only two camera slot avaible. I think it enough for mostly everything (including model rotation and then world rendering).

86
Official Contest / Re: TI-Concours 2014
« on: February 06, 2014, 12:23:21 pm »
A few days left pour axe programmers !
How many of you are done ? :)

I am almost finished mine  :P  It is pretty scary but ...  ;D

87
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 05, 2014, 03:11:03 pm »
Adding that right now  :P*


EDIT : done  :D

88
TI Z80 / Re: [Axe] - GLib TUTO
« on: February 05, 2014, 12:29:28 pm »
.....soooooo I have finally updated the tuto talking about lines and shader  ;D

89
Miscellaneous / Re: Post your desktop
« on: February 05, 2014, 01:53:56 am »
And the moon is rotated -π/4 radians. What mod are you using?

it's the 1.6.4 version of shader, with the sildur's vibrant shader  ;)
these are pretty cool, since even if I haven't a war machine, it run nicely.

90
Axe / Re: Axe Q&A
« on: February 05, 2014, 01:50:46 am »
there is two version of min/max :

one unsigned :

Code: [Select]
min(0,-1) .return 0 (0<65535)
max(-1,0) .return -1

and one signed (with the r modifier):

Code: [Select]
min(-1,5)r   .return -1
max(-8,9)r  .return 9

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