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Messages - Vogtinator
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451
« on: May 13, 2014, 02:58:20 pm »
That's called game/render-loop and I'm using that already, combined with a state-machine. But for cleanup, for instance, I'd need to return some value to inform the whole call stack up to main that the user requested a termination. (I dislike atexit and there may be some problems with bFLT..). Also, most are some calls to drawTexture, newTexture, loadTexture, resizeTexture and I don't want to just throw some if(!isKeyPressed) in there. Also the key press detection itself would take longer than the rest of the loop body. A interrupt would be the most clean solution, but I'll not implement anything more than some additional isKeyPressed in between until I found a solution for keypad interrupt handler crashing occasionally.
452
« on: May 13, 2014, 02:20:25 pm »
Most of the time it's doing a fread call, so hardly interruptible. But I'll insert a isKeyPressed(KEY_NSPIRE_ESC) in the middle somewhere. Probably when "Loading" is shown first.
453
« on: May 13, 2014, 01:45:55 pm »
That'd be possible by either writing some asynchronous worker functions, which is a total mess or keyboard interrupts which I never got to work.
So, not until I find a solution for keyboard IRQs.
454
« on: May 13, 2014, 01:39:26 pm »
Just a quick question: How much could I increase startup time? In v1.0 I'll implement some more optimizations, but it'll result in a slower start.
455
« on: May 11, 2014, 01:32:54 pm »
If you mean progress: I didn't even begin. I will when I have time, motivation and some other projects finished.
456
« on: May 10, 2014, 06:13:35 pm »
nGL doesn't care about colors or such things, it just sets every COLOR on screen to a COLOR in a TEXTURE. 4-bit doesn't work in C and if I use 16 bit I wouldn't even have to change the definition of COLOR as uint16_t.
457
« on: May 10, 2014, 05:29:41 pm »
This should look a bit better. There are some issues, but it works well overall. Weirdly, even though I set 16-bit mode and each pixel is 16-bit wide, only the lowest 5 bits are used. So it wasn't red, but blue...
458
« on: May 10, 2014, 04:56:30 pm »
So it's okay to play with? If not I'll abandon monochrome crafti.
459
« on: May 10, 2014, 04:01:24 pm »
Then please tell me if and how well it works! If it's not too bad I might add some texture preprocessing so it looks a bit better.
460
« on: May 10, 2014, 01:07:31 pm »
It's being programmed in C++, and I'll try to stay true to the original on the level design side. Of course it won't have super-amazing 3D graphics, 2D motion blur and all that shit (unless I find a GPU that works on Nspire calcs), but I'll really try to make it beautiful. Your two lines encouraged me to make nGL monochrome-ready. I published a beta, but it should make it easier to develop a application compatible with both CX and non-CX support. Motion blur could be implemented by reading storing a few older screen buffers, making everything transparent with Z=0x7FFFFFFF and drawing it on top. That should scale linear performance-wise with more blur, but if you optimize it a bit, you should get >30 fps out of it if you don't draw too many triangles. By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ? If you implement different levels, I guess it should alternate, maybe even upside-down?
461
« on: May 10, 2014, 12:58:02 pm »
I've got something unexpected for you: Monochrome crafti! It also supports the clickpad. I added no new features, so please use v0.9 if you have a CX. The red part dominates the pixel brightness, so water is black and lava bright, but everything should be recognizable. I don't have a non-CX calc, so I couldn't test it on hardware, but it works in nspire_emu in clickpad mode. Touchpads should also work. And BTW, I fixed some compiler errors if you were using nGL with SAFE_MODE without TEXTURE_SUPPORT. But AFAIK, nobody does.
462
« on: May 08, 2014, 01:26:14 pm »
It's enough to download the ndless SDK and get a compiler working, best (and tested) way is with the build_toolchain.sh script in ndless-sdk/toolchain/.
463
« on: May 08, 2014, 12:46:03 pm »
What do you mean by "C++ environment"?
464
« on: May 07, 2014, 02:57:55 pm »
336K to 435K, I have no idea why it changes when I make a very small addition or subtraction. 100K is a huge difference. Probably it's printf or something else that requires a lot of external stuff. As for debugging, how? gdb? Yup, http://ndlessly.wordpress.com/debugging-with-gdb/ or with any other gdb compatible IDE or even GDB itself. Don't forget to compile with "-g -Og"!
465
« on: May 07, 2014, 01:56:54 pm »
Then debugging is your best bet. How big is the executable file?
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