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Messages - Vogtinator

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466
Ndless / Re: Mathomatic Port to Ndless gives a memory error
« on: May 07, 2014, 01:32:13 pm »
Yes, but that't can't fail. In crafti I'm allocating much more than 320*240*2*2=307200.
Either something is completely broken (very unlikely, though possible) or it does some huge mallocs earlier on.

467
Ndless / Re: Mathomatic Port to Ndless gives a memory error
« on: May 07, 2014, 01:25:38 pm »
No, I meant
Quote
Instead of putting a breakpoint in malloc I did this:

It'd be really helpful to know how much it's trying to allocate where.

468
Ndless / Re: Mathomatic Port to Ndless gives a memory error
« on: May 07, 2014, 01:10:38 pm »
The breakpoint at malloc was intentional, to track every single allocation the program tries.

469
Ndless / Re: Mathomatic Port to Ndless gives a memory error
« on: May 07, 2014, 01:05:39 pm »
There has to be something else that fails. That block allocates less than 10KB, so it can't be the reason.

470
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 06, 2014, 04:25:34 pm »
Quote
So epic  I hope you'll be able to port it to monochrome Nspires as well, or let someone do it for you (yes this is a proposal)
nGL is open source, so of course everybody can - if that "everybody" wants to.
It's only the matter of some code switching to 8-bit grayscale mode (there's no 4bit array in C, so that would be quite invasive), and a conversion routine that handles the displaying. And no - I won't do it. At least not this month.

471
TI-Nspire / Crafti v0.9
« on: May 06, 2014, 01:15:52 pm »
New major release of crafti: v0.9!
I know, I only changed the minor version number >:D

A screenshot first, can you guess the changes?


New features:
  • Water and Lava: Water has a range of 5 blocks, lava 3. You'll be able to find out yourself how it exactly works :P
  • Inventory for quick-select: Press 5 while in block list mode and you change the block in the current slot. Use 1 and 3 to select the inventory slot.
  • Doors: Open them with 7
  • Wheat: Has to be placed on dirt or grass adjacent to water. If you remove the water, it'll dry instantly. Growth speed is totally random.
  • Selection indicator: I reused the glass texture, in the quick-select as well
  • Swimming: You can swim in water. Not in lava, that'd be dangerous!
  • New blocks: Glowstone, glass, diamond, gold, iron, netherrack and cobblestone
  • Switched included texture pack to Sphax PureBDCraft: The other texture didn't contain water somehow.

Fixed bugs:
  • Most graphical issues fixed: Your screen shouldn't show complete garbage anymore.
  • Fixed jumping bug: No more sliding along walls or getting stuck in blocks!
  • Fixed bottom of grass blocks: It was gravel before. Don't ask me why. I couldn't answer myself.
  • Made leaves opaque again. Not a huge difference in appearance, but in performance.
  • Fixed accidentially overwriting not block-shaped blocks, like flowers or mushrooms.

Known issues (compared to v0.8.1):
  • None!

    472
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: May 03, 2014, 02:32:07 pm »
    The programming language has nothing to do with mechanics. But maybe it's just unclear to me what you meant.

    BTW: Just found another bug in GCC 4.9.0: Compile anything with pointers with -fsanitize=address and it crashes if LTO is enabled:
    http://gcc.gnu.org/bugzilla/show_bug.cgi?id=61048
    I don't know, maybe it's also present in 4.8.2.

    473
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: May 03, 2014, 01:59:24 pm »
    The major time between 4.8.2 and 4.9.0 was testing, especially for regressions.. Obviously it was still too short.
    I'm looking forward to find out what else it breaks.. I mean, it's just a normal constructor, I don't know any C++ projects without constructors...

    474
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: May 03, 2014, 10:47:58 am »
    I actually thought about that, but it doesn't make much sense IMHO. One hand for rotation and the other for movement.
    And also that would make debugging absolutely impossible, as I couldn't rotate the camera on nspire_emu then.

    475
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: May 02, 2014, 11:06:43 am »
    I also hit a bug in GCC 4.9.0, but it should be faster now, as one of the major features in 4.9.0 is a optimized LTO.
    What bug? I'm intrigued.
    A segmentation fault: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=61008

    I have voted for water and lava :D
    Well, with 7 votes this is probably going to be it. v0.9 will take a while, though. I want to fix most of the graphical glitches and add some more "stuff" I don't know yet.

    476
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: May 01, 2014, 05:06:31 pm »
    (Mostly) bugfix release v0.8.1:
    New features:
     -Transparent leaves
     -Bedrock (y=0, indestructible)
     -Better AABBs for billboards (flowers, mushroom, torch) and cake
     -Oriented blocks

    Bugfixes:
     -Can't break your neck anymore
     -A bit faster
     -Textures not 256x256 now fully work

    Known issues:
    -If you jump into a wall, you can slide along it without falling
    -Graphical glitches
    -Too many diamonds..

    Refactoring took a long time, but it was worth it. I had to fix a bug in Ndless (I introduced...) so some crashes are now fixed.
    I also hit a bug in GCC 4.9.0, but it should be faster now, as one of the major features in 4.9.0 is a optimized LTO.
    I haven't tried it outside nspire_emu.
    No screenshots, as there's nothing screenshot-worthy in this release.

    477
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: April 29, 2014, 01:13:25 pm »
    As I created the poll there was a checkbox "Allow everyone to change their vote" which I enabled.
    Bug? Anyway, I reseted it.

    478
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: April 29, 2014, 12:06:02 pm »
    Quote
    Is this being compiled on a linux machine?
    Yeah, I'm not using windows, even if I wanted to, I couldn't. I haven't got a license key anymore, let alone free space on my drive.

    479
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: April 29, 2014, 11:14:51 am »
    Quote
    What? I only copied the headers, static library, and a Makefile to build it (and similarly for zlib).
    Oops, I didn't look at the content, just the amount of lines (>20.000) :/
    BTW: You removed fdlibm without mentioning it in the commit message. That's not an issue, but it's better to document any (non-subtle) changes.

    Quote
    git submodules sounds like a good idea, since we won't have to have prebuilt stuff in the repo, and we can build the libs from source.
    Yeah, compling nSDL, nspireio and the other two shouldn't take long.

    I updated to GCC 4.9.0 by the way and the problem with elf2flt sucking all RAM out (if iostream is used) is there again :(

    What do you think about making our own tool to convert elf to bflt? I think everyone agrees by now that elff2flt is an unmaintained piece of crap.
    It definitely is. With libelfELFIO that should be possible, IIRC tangrs already tried something similiar.
    But I'd rather invent a better-documented format, with support for generic sections with attributes (e.g. for exceptions).
    Basically elf, but without requiring symbol information for relocation.

    Quote
    As for using freetype in crafti, just choose whatever works best. If you think FreeType is a good choice, just take a look at the sample, and put whatever font you use in a header file using "xxd -i" so people don't have to copy an extra file.
    I'll try some solutions. I'll probably end up rendering a font table with freetype into a buffer and use it to directly blit to the screen buffer.
    Or without freetype, prerendered using CBFG.

    480
    TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
    « on: April 29, 2014, 08:44:28 am »
    Quote
    Should we perhaps reset the poll, now that a new option has been added?
    No, my intention is to remove an option from the poll after I implemented it and add considerable suggestions and possible features on-the-fly.
    It shouldn't make a huge difference anyway, as lighting doesn't have an impact on gameplay at all (yet).

    Sorry for the delay, but here's the pull request. You can look at freetype_demo in the samples directory.
    Looks good so far, but freetype seems to be a really big chunk of code with a complex API. Nevertheless I'll try it, once my fork gets up-to-date with upstream. Merging both can take a while, there are still two major issues (ndless_resources crashes and ndless_installer as well D: ).
    I updated to GCC 4.9.0 by the way and the problem with elf2flt sucking all RAM out (if iostream is used) is there again :(
    Also, I would suggest not copying freetype's source into the ndless tree, just the static lib with includes and a script to build it.
    nSDL and nspireio are seperate libraries as well. Maybe we could use git's submodules?

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