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Messages - ben_g

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151
TI Z80 / Re: Glib : a 3D graphics axe library
« on: May 18, 2014, 04:40:55 pm »
I started to play around with GLib again and I noticed that clipping sometimes behaves rather weird with moving vertices. I'm not sure what's causing this behaviour, but I guess the clipping information of the vertices isn't updated every frame, since clipping between static vertices at the same location works well (see the square at the top of the room).
Is there any way to force GLib to update the clipping information of the vertices that are moving? Or if something else is causing the problem, what would you suggest as a fix or workaround?


Here's the screenshot:

152
I don't think that is currently possible. However, the nspire's hardware should be powerfull enough. There is already a z80 emulator for the nspire (for the monochrome models). Adding the bigger flash should be easy as the nspire has plenty of memory. Adding support for the screen would probably be a bit harder, but it should still be possible.

153
TI Z80 / Re: [Axe] Towers (or some other name)
« on: May 15, 2014, 05:45:12 pm »
Wait so you mean that each level is randomly generated?
I think he meant that his friend thought the levels were pre-rendered as images, while they are stored in an other way (most lickely as tilemaps).
Random levels would be cool though, but I think it would be very hard to create a decent level generator for that kind of game.

154
Gaming Discussion / Re: Free anit virus
« on: May 15, 2014, 11:02:17 am »
If you're not on Windows 8, just use Microsoft Security Essentials. It's free and works well. If you're on 8, it's built in! \o/

Always remember to only have one antivirus running at a time. (MSE will disable itself on 8 if you install something else, IIRC, but other ones won't. Two AVs are NOT better than one.)
Does this also apply to stuff like Ad-Aware or Spybot that are specialized in removing adware/spyware rather than malware? In many occasions in the past, I noticed that Avast and other programs would not detect some adware, so I often had to also install Spybot side by side with Avast.
When I was still using windows, the guys at the microsoft community told me that most programs consider virusses (software that allows hackers to enter your computer, or use your computer's computing power for DDoS attacks, or can destroy your computer etc) as a completely different thing as malware (software that in most cases shows tons of ads, but it can also include other bloatware). Therefore, many antivirus programs will not protect you from malware, and most malware scanners will not protect you from virusses. So having one of either is in most cases a good idea, or at least that what has been told to me.
As an antivirus, I've always used the free edition of AVG, and for malware, I've used MalwareBytes. They didn't automatically scan everything I downloaded, but it's easy to scan any files that may be suspicious manually, since both support scanning individual files. And while I used them, I didn't notice a significant drop in performance of my computer.
But after all, the best thing to protect you from virusses and pograms is common sense. Only download things from sites that look relyable, and if you're not absolutely sure, scan the file.
If you really need something that can only be downloaded from a site that doesn't look relyable (For example if you want to download not so legal stuff), first try to download and install it in a virtual machine. And if a virus scan of that virtual machine is negative, and there is no mallware (you uusually notice this witouth a scan) then you can put it on your actual computer.
And as a general download rule: If you're not downloading a program, don't thrust .exe files. While they do often contain the thing you want (or a link to that) as well, they're often filled with malware too.

155
So a news article for when voting starts and then for the results ¯\(°_o)/¯
IMO voting is a bad idea due to that, the order could just be chronological or something >.>
Well, you can include the results in the article of the next month. Then maybe you can even add a short list of the top rated projects of the last year.
But I think that monthly is a bit too fast, since not a lot of projects are finished each month, but it sounds like a good idea to know which are the latest projects, so that none go by unnoticed.

156
Reuben Quest / Re: [Beta] Reuben Quest Axe Remake
« on: May 08, 2014, 02:21:09 pm »
what are you supposed to do after returning the shovel?
Explore and find out what to do :)
Hint: try to get to areas you haven't been to before ;)

(when playing the original game the first time that part took me hours to figure out, lol)
I don't know it for sure but it may be this:
Spoiler For Spoiler:
There is fire in the lava mines (where you got the shovel), there is fire.
Spoiler For Spoiler:
You can take the fire with you in your bottle (press 2ND while standing in front of the fire).
Spoiler For Spoiler:
That fire can be used to melt ice.
Spoiler For Spoiler:
Do you still don't know what to do?

There is ice when you walk to the right past the lava mines, then walk up when you reach the sea. Or at least it was somewere in that area.

157
Je ne suis pas bien en français, donc excusez-mois si mes questions auraient déjà des responses, au j'avais mal compris quelque chose.

Donc, il y a une methode pour donner 64KB d'archive extra a la calculatrice ti-83+, resistant contre des garbage collects?
Ce methode marche aussi sur le ti-84+? Et si, et-il encore resistant aux garbage collects (au contraire du programme nyanmem)?

158
ASM / Re: So I wondered if Aether3D went unnoticed
« on: April 29, 2014, 04:33:46 pm »
I don't think a 3D engine like what's being made for console and PC games is something that should be done on calcs for more than trying to push them to their limits etc. Rather, I agree with Runer that a hybrid engine optimized for a game in particular is better.
Well, I'm pretty sure that actual 3D games on calculators are possible. You do indeed use a lot of CPU on the 3D, but so does grayscale, and there are some very good grayscale games out there.
Besides, the resolution of the calculator is a big help for this as well. The low resolution improves the speed of the vector graphics (since not a lot of pixels need to be drawn then), and the monocrome graphics make it possible to cheat with the visibility in ways that just wouldn't work well with colors.

A few tricks to speed up the rendering:
 - You can avoid a lot of Z-ordering by dividing your level in the correct segments and rendering them in the correct order depending on which sector you're in (which can be predefined instead of calculated on the fly) You can even completely skip the sectors that are invisible (read: behind walls) if you do this.
 - You should not fill polygons that don't have anything behind them (or if they will only be drawn on something that has a plain white background). Just draw the outlines and you're fine. In combination with the previous technique, you also don't have to fill objects that only have sectors behind them that are hidden from your current point of view)
 - You can further avoid filling and Z-ordering for objects using a wireframe model by checking the camera position relative to the model and only draw the sides of the model that are facing the camera.
 - Finally, limit the complexity. Complex levels with lots of vertices and edges are quite slow to render, and doing collision checking on them can be a nightmare. Besides, because of the low resolution, a simple level looks much cleaner and clearer anyway. Also, limit the textures. While textures can look nice,they slow down the rendering a lot, and level can also look good with only a few textures (see the nostromo screenshot above). Besides, having a lot of textures can make it hard to see stuff in front of it (I often have this problem with raycasters).
I don't really have enough stuff yet to test the first technique, but I've tested the final two in testcases, and they seem to work really well.
The collision library I'm working on will probably showcase those three techniques as well.
Even though you're right that 3D for calculators always has to be optimized a bit for each game. If you just want to feed the engine a big, unoptimized world and expect it to do everything for you, it has to be a huge engine that will probably be quite slow as well.
And I think this is what made a lot of 3D projects die: While the calculator is able to handle it well, when you want to do anything more complicated than a 3D tunnel game, the level design can be a real nightmare, especially compared to a simple tilemap. This immediately makes most 3D projects rather big projects, and unfortunately, in the calculator community, big projects tend to easily die.

159
Reuben Quest / Re: [Beta] Reuben Quest Axe Remake
« on: April 25, 2014, 07:39:59 pm »
I managed to repeately trigger the random teleporting glitch, and I made a video of it (I already had the video by noon, but I had no way to transfer it untill now).


click here if the video doesn't show

The procedure for triggering this glitch is quite simple: go to an area where you can move past the right screen border. Walk to that border, but do it carefully, and stop walking immediately after you've walked past the border and the next area loads. Then, walk back to the left immediately. You should then move out of the screen area witout loading the previous area again. If it did load the previous area again, then retry the previous steps. If it does work, then keep walking to the left or any other direction than to the right, and you will either be teleported to a random location, or the screen will show a random location but reuben isn't visible.
If you encounter this glitch, it's quite easy to recover: If you've saved recently, just exit and restart the game. That will bring you to the last save point again. If you haven't saved in a long time, then just keep pressing the arrow keys to keep warping to random areas. Sometimes, you'll appear in a one tile thick wall and are able to walk out. Do so and try to walk back to the beginning. If you ended up in an area that you haven't unlocked yet, then try to retrigger the glitch untill you end up at a location that you do have unlocked.

160
Reuben Quest / Re: [Beta] Reuben Quest Axe Remake
« on: April 25, 2014, 06:40:52 am »
This game worked great fot me, apart from one bug: Sometimes when you walk past the border on the screen (to get to an other area), then immediately walk over the edge again, then you sometimes get teleported to a random location. This already happened twice to me in an hour or so of playing, but in both cases, when I tried to trigger that glitch again, it worked fine, so I haven't been able to replicate the glitch.
It doesn't seem to cause memory corruption and doesn't crash your calc, and everything works perfectly after you exit the game and start it again.

161
Reuben Quest / Re: Some Reuben Quest art (new and old)
« on: April 17, 2014, 11:33:30 am »
iirc Basic games that use only homescreen-based graphics still work

162
Reuben Quest / Re: Some Reuben Quest art (new and old)
« on: April 17, 2014, 09:47:09 am »
I like those sprites. They look really NES-like

163
Computer Programming / Re: MS-DOS source is officially released
« on: April 11, 2014, 06:06:00 pm »
Judging from the terms you may not distribute ms dos nor derivative works, so if you make a gui for it it will be only for you to use.
Well, you could make it into a patch, then you are free to distribute it.
This can even be done in an installer that automatically downloads DOS and applies the patch.

164
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« on: April 10, 2014, 08:14:59 am »

Okay, I'm a bit late, but this looks really cool.
Will it also support USB or will it only work with the I/O cable? USB would be awesome since most people that have an 84+ don't have an I/O cable.

165
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: April 08, 2014, 07:38:15 pm »
Bump,

Don't know if it's intentional or a bug, but the camera will block to a perimeter of 256*256 in X and Z. I'm kinda not okay with that, as it's very small - see GGetKey, where getKey(1)-getKey(4) is checked against trig and ±16384.
TheMachine once told me that it is to avoid overflows. If that area is to small for what you need, then you can just move the player and the world when the player comes close to an edge.
Also keep in mind that 3D graphics are a form of vector graphics, meaning that they can be scaled easily. So it is possible to scale your world down, and make the camera more zoomed-in witouth any loss of quality.

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