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Messages - ben_g
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181
« on: February 22, 2014, 07:20:48 pm »
The weird lines on the texture-enabled screenshot seems to be the result of inaccuracies when calculating the texel that belongs to a pixel, which causes it to read texels outside of the texture on the edges of triangles. I assume that you're using 16*16 textures, right? Then make sure that the u and v coordinates never go above 15 (set them to 15 when they reach 16), or below 0 (only when they are signed), before doing the texel lookup and it should be fixed.
182
« on: February 21, 2014, 01:47:40 pm »
It works now, but it does still seem a bit unstable. Resetting all memory in the mem menu caused it to crash in a similar way as the one described in my post. I tried to reset the calc by debug>reset, and that crashed wabbitemu. (A message box saying "Wabbitemu has stopped working" popped up) and wabbitemu was closed.
183
« on: February 20, 2014, 08:51:50 am »
I had the same problem, but in the reverse order: first, it fails to make the ROM (it downloads the OS and generates the ROM, but crashes as soon as it was completed). I retried it, and it succesfully generated a ROM, but when I try to turn on the calculator, it immediately open the debugger, as if it has crashed, and the debugger shows that it starts at adress $0000 in RAM, executing hundreds of nop instructions.
184
« on: February 19, 2014, 04:46:08 pm »
Correct me if I'm wrong, but it looks like it starts happening at a reasonably large distance. You can make a decision based on the following statements: - Will the finished game have a view distance big enough for the artifacts to be visible? - Will the environment be very open so that there are nearly no nearby structures covering the ones further away? - Do you have enough leftover speed to switch to the more accurate version and program in the other things you want? And if it's not hard to do, maybe you can make it an option, kinda like the fast/fancy graphics option of Minecraft. But personally, I don't find it too disturbing. Many older games relied heavily on LOD's, which gave comparable artifacts when moving at a significant speed.
185
« on: February 19, 2014, 04:30:24 pm »
I think it's best to use the fastest version. The artifacts are not that visible and the graphics are amazing either way considering this is a calc game.
186
« on: February 16, 2014, 10:14:46 am »
I'm using fixed-point (1/256 accuracy) so it could be. But I assume the things you saw were caused by a mixture of my .gif recorder and normal aliasing.
Edit:
Wow, a Minecraft clone using this engine would rule! How does it handle a 512x512x64 map? Not at all, I tried it. 16*16 chunks of 16*16*16 blocks = 1 FPS...
4*4 chunks is the maximum usable size (~8fps), too many triangles
How do you render them? If you render every block individually, you waste a lot of time drawing invisible parts. Even a computer can't handle this. You need to generate meshes which contain only the sides of the block that are exposed to air (or to any non-solid block if you include any). Then you should notice a huge performance increase. (The real minecraft does this) If you already do this, then you may want to look into other ways of hidden surface removal. I think you mentionned earlier that you use a Z-buffer? For a world made out of blocks, this isn't really nessicary, as they are very easy to Z-order. If you plan on including mobs as well, it gets a little bit harder, but it should be possible as well. This should also increase the performance because it cuts down on per-pixel operations. (The real minecraft doesn't do this, but on a computer, you have graphics hardware that is designed to do per-pixel calculations efficiently, which the nspire doesn't have) If you already do both of them, then I'm out of ideas to increase the performance.
187
« on: February 13, 2014, 05:07:44 pm »
Will signing this actually have an effect? I mean, they are spying on everybody, so they should already know that we don't agree with it, right? I think that they won't just stop doing it even if every single internet user would sign it. And why would they? They're more powerfull than us, and they probably don't care much about us anyway. I think that a political party may see the potential of a campaign that blocks spying on the people on the internet to winn a lot of votes, but even then, they'll most lickely still continue to spy secretly.
But, I don't know much about politics, and I'd love to be proven wrong.
188
« on: February 11, 2014, 04:39:18 pm »
So, TI releases a 'new' calculator which is basically just old hardware in the case of an other old calculator? It seems like TI isn't even trying anymore.
189
« on: February 05, 2014, 07:10:46 pm »
I've finally cleaned up my desktop, downloaded a decent background (instead of using the windows 8 artic theme), and added some stuff with rainmeter. I'm actually quite pleased with the result.
190
« on: February 04, 2014, 12:56:33 pm »
Nice, that one looks even better
If someone ever makes a green ticalc.org one, he should use a TI-89 instead, to pay tribute to http://www.ticalc.org/archives/news/articles/1/15/15975.html
So I wasn't the only one who immediately thought about that overclocked calculator when I saw that theme. But it does look like a nice theme.
191
« on: February 03, 2014, 09:44:31 am »
If you have absolutely no programming experience, I would reccomend BASIC over axe, because it is a lot safer with it's build-in error handling (it'll abort the program and show an error message when something goes wrong). Axe can easily crash when you do something wrong (a crash on an 83+/84+ calculator usually means a RAM clear + your clock will be reset).
192
« on: January 31, 2014, 02:46:56 pm »
I mean, Texas Instruments had enough patience to make a font, didn't they?
Well, they also had years to work on it, and I believe they just copy-pasta'd.
Indeed. The font is very common on devices with a low-res LCD screen. Example: The font looks fammiliar, no? And seen from some CSE screenshots, the CSE font looks like it's just a higher-resolution version of this (with a few exceptions).
193
« on: January 31, 2014, 02:35:12 pm »
It can't really be predicted. Ndless works by exploiting a glitch (or multple glitches) to be able to run 3rd-party assembly code. It's impossible to predict when (and if) such glitches are found. And with TI trying to lock down the Nspire series more and more, it may still take a while? And sadly there is always the chance that TI eventually won and then Ndless will be impossible on all new Nspire models.
194
« on: January 30, 2014, 09:05:19 am »
195
« on: January 29, 2014, 03:26:16 pm »
hey guys! i really want to prgm a strobe light for my calc... however i dont know how to implement the drawing commands... no one seems to come up with new prgms for the calc so i wish to be the spark that starts the inferno so-to-speak
I think drawing will always be rather slow for a strobe light. I think the best you can do is making the screen completely white, and then use some asm code to turn the backlight of the LCD on(at maximum brightness) and off in a loop (with some delay, off course).
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