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Messages - ben_g

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631
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 13, 2011, 01:11:11 pm »
2320: You get pissed when someone plays your game and says "Cool! Where'd you download it?"
We repeat stuffs in here. A lot.
2539(should be): You know who started to use this statement >:D
2540: you've posted in this thread

2329: You notice that we've skipped a few numbers to get to 9001 faster

632
TI Z80 / Re: polygon-based 3D engine (with textures)
« on: December 12, 2011, 01:16:23 pm »
I just tried this: It works!

Thank you jacobly, you are awesome!

I'm still going to keep it open-source, hoping to make 3D game development easier to anyone who wants to try.

Now, I'll just use this thread as a project thread.

633
TI Z80 / polygon-based 3D engine (with textures)
« on: December 11, 2011, 03:23:20 pm »
I have been working on a polygon-based 3D engine for a while, and the 3D itself works, and the textures work too, there are still some bugs, but I already know what is causing them.

This is how it looks like:


I decided to keep it open-scource. I'll try to update the source often.
The source code is included in the post. A compiled version is also included. If you use any code in your own project, you don't have to give me credits, and you can always ask for help for using it on this topic.

Source is not fully commented, but I'll try to do that in a few days.

Credits:

This is everybody who helped me:
Hot_Dog
jacobly
thepenguin77
timoty
Runer112
leafiness0
Builderboy
Qwerty.55
t0xic_kitt3n
ztrumpet
calc84maniac
shmibs
p2
chattahippie
christop (cemetech)
KermMartian (cemetech)
benryves (cemetect)
Dr. Best (Ultimate 3D)

If you helped me but I forgot to ad you, please tell. If I put you in this list but you don't want to be in the credits,please tell too.

634
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 10, 2011, 04:05:31 pm »
Because everybody who programs calcs lives on the earth's surface. (check his location if you don't get this).

My calc is used 10x more by friends than by myself.

635
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 09, 2011, 06:55:54 pm »
use a compass

I'm to lazy to type dots behind my sentences

636
Web Programming and Design / Re: Google's new navigation
« on: December 09, 2011, 06:38:02 pm »
Everythinng just looks the same to me. Hovering over the google logo just displays the alt text 'google'. Also, that grey bar is still at the top of the screen.

637
Minecraft Discussion / Re: stories that go allong with your minecraft world
« on: December 09, 2011, 06:27:11 pm »
Mine is:

I don't play minecraft.

The end.

638
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 09, 2011, 05:59:11 pm »
use deodorant and a lighter to melt it.

only one speaker of my headset works.

639
Humour and Jokes / Re: Yo dawg
« on: December 09, 2011, 02:40:27 pm »
Nyan cats, they're everywere!

640
Humour and Jokes / Re: Yo dawg
« on: December 09, 2011, 02:24:47 pm »
I'm posting this from within the frame on juju's post which i'm viewing from the frame in Deep Thought's post which I'm viewing through the frame in juju's post. And now firefox is lagging becouse lots of huge nyans are flying through the page.

641
Humour and Jokes / Re: Where did Nyan cat came from
« on: December 09, 2011, 01:23:24 pm »
This is where rainbows came from:

642
Elimination Developers / Re: Elimination: If you want to design game levels
« on: December 07, 2011, 04:11:20 pm »
Sorry that it took so long. I kinda forgot abouth this...

Here's my forest level:
http://dl.dropbox.com/u/11215358/ben_g%20forest.inc
http://dl.dropbox.com/u/11215358/ben_g%20forest.lev

643
ASM / Re: Interaction with a 3D Space
« on: December 07, 2011, 02:36:39 pm »
The eastest way for the viewscreen is just render as fullscreen, then overlay with the HUD. It's not the most efficient way to do it, but for only a few ships, it should work.

For the distance, you can use the Pythagorean theorem. Use the sector as the upper byte and the coordinates as the lower bytes, then do this in 24-bit math: √((X2-X1)²+(Y2-Y1)²+(Z2-Z1)²).

644
TI Z80 / Re: Silence 2 - resetted
« on: December 06, 2011, 03:59:45 pm »
Looks awsome, just like silence1! I can't wait to play this.

Have you also ever thought of combining contrast effects to that evaporating text and using contrast instaed of grayscale for the fade-in at the start? But anyway, it already looks awesome.

645
ASM / Re: Interaction with a 3D Space
« on: December 06, 2011, 03:34:55 pm »
Shit, that was way over my head. Let me break this down to see if I understand.
Sorry, I'm not good at explaining. I'll try step-by-step:
1. The 3D engine uses 8.8 fixed point numbers. What impact does that have on my two-byte position variables?
It's best that you keep using those variables, and to use it with the 3D engine, check the distance between the position of a chip (this doesn't need to be accurate), and if it's below the maximum viewing distance (for example: 100), then substract the player's coordinates from the coordinates of the ship and store in signed 8-bit variables. Then you use that as the integer part of the xpoint, ypoint and zpoint variables. Then set the from coordinates to 0 (or edit the 3D engine so they will always be treated as 0 (faster)). Then you just call C3Dto2D, and use the onscreen x and y coordinates as the location for drawing a scaled sprite, of which you calculate the size by the 'depth' (z-coordinate) of the point. Don't forget to check if the point is valid (a=1 after calling C3Dto2D), or the camera will look forward and backward.

2. I understand about speed. How do I make Speed variable?
The move routine I gave you is the only routine that uses the speed constant, so just replace the constant with the variable. Based on how your game works, It's best to set the x, y and z used in the routine to 0, then call it and add the integer parts of the outputs to your position. Then save the decimal parts and use them again for the next time you call the move routine. Also don't forget that these numbers are signed when handling them.

3. Do I need to look for a ship, then call the 3D engine each time I find one? Or does one of those routines handle that?
you need to handle that yourself. The 3D engine is still in an early stage so it can only convert individual points.

BTW: I forgot to answer this in my previous post, but yes, the temp variables can be overwritten, but only between the routines, so make sure the interrupt routine doesn't use them.

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