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Messages - ben_g
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781
« on: September 02, 2011, 12:31:19 pm »
Try updating your axe version. You probabely have a version in which it isn't supported yet. 1.0.3 supports it, and i think the mayor bugs of 1.0.0-1.0.2 are solved in that version.
782
« on: September 01, 2011, 05:21:39 pm »
I can't do much gaming in school. The network isn't secured or anything, but all computers there are way to slow to make playing any game enjoyable. this is the only kind of security that's impossible to hack.
783
« on: September 01, 2011, 06:34:01 am »
I noticed the icon in the top left of your screenshot's window -- I'm guessing you're using either Xith3D or LWJGL?
Yes, it's LWJGL, and it uses openGL, so it won't be supported on computers with a bad graphic card. I must have the system requirements somewere, I'll post them in the evening. i haven't got enough time right now. EDIT: here they are: Operating system | Mac OS X, Windows, Linux, or Solaris | Memory (JVM heap size) | > 10 MB (10MB is the absulute minimum) | CPU | 1GHz, but more is recomended | Graphic card | ATI Radeon 9500, NVIDIA GeForce 5 FX, Intel GMA 4500, or better. supporting OpenGL 2.0 or better |
784
« on: August 31, 2011, 04:35:59 pm »
Oh nice a new 3D game. I hope it is still being worked on though.
Yes, there's still worked on, but progress is going really slow: I had much problems with this that needed to be solved like a problem with the resolution causing a crash on MAC's, model import scripts that suddenly stopped working, shaders not working correctely etc. But as soon as this is all fixed and there is already some gameplay, I will release a demo. BTW: the screenshot is already outdated. Instaed of one big model of the intire world, the world would be made out of multiple terrains(those are a special type of models that take up a lot less memory than normal models), and separate models of buildings which can be used multiple times.
785
« on: August 28, 2011, 03:56:17 pm »
You should also check if all programs/external variables are included when you upload a program to ticalc. There are some (usually basic) programs that don't have all programs included, so you get an ERR:UNDEFINED.
786
« on: August 27, 2011, 07:18:25 pm »
It looks like you need to optimize your code to do grayscale, but it should be doable. There is a grayscale maze game for the 83+ line of calcs. I think it's called maze3D.
But anyway: nice to see a new first person shooter. I like gemini, but when you have many programs, the VAT is to large to run it. Goot to see that's fixed.
787
« on: August 26, 2011, 06:25:40 pm »
Thanks! I think I will use this. It seems realistic enough. Hopefully I'll have it finished later today.
Edit: The very next page had what I was looking for! Thank you.
You're welcome. And keep in mind that while this is for directional lights (like the sun), you can also let the light come from one point, and then calculate the direction the rays of light hit he surface. Also: You get the best graphical results when you doo all of the calculations per pixel, instaed of per triangle. This would be slower, but as you said it will be used for creating images of that, I don't think that would be a problem. good luck
788
« on: August 26, 2011, 06:20:46 pm »
I've tried marioland on it, and it works great. But when I turn on the sound, I heared that the backgroung music is really slow (1 note every 5 secs), while the effects (like smashing a block) are still at the correct speed. Is that the way it is on a real gameboy, or a bug in ti-boy?
BTW: this is on a 1 year old calc, so it hasn't got the extra ram pages.
789
« on: August 26, 2011, 05:15:45 pm »
If you want to know more abouth how lighting is calculated in 3D computer programs, you can take a look at this: http://www.lighthouse3d.com/tutorials/glsl-tutorial/directional-lights-i/I know the code in it will be useless to you, but you can use the formula's. They are all explained. And if you don't understand something related to 3D programming, feel free to ask.
790
« on: August 26, 2011, 05:04:36 pm »
If you only need to do simple lighting, then you only need to find out the angle between the direction the light hits the surface and the normal vector.
EDIT: I checked it: it's the cosine of the angle between the normal and the light direction. That's all you need if you just want the most simple concept of lighting.
791
« on: August 26, 2011, 04:57:53 pm »
The amount of light that hits the surface is the cosine of the angle between the normal vector (N) and the direction of the light (L). Or ta least it had something to do with the cosine between two vectors.
792
« on: August 26, 2011, 02:19:33 pm »
This one's great: take a screenshot of the desktop with all the icons, use that image as the background, then, hide the icons. Then, if you click one one of the icons, nothing happens because the're just images.
793
« on: August 18, 2011, 05:05:02 pm »
Hi and welcome. Your peanuts should come soon.
What calcs do you have?
794
« on: August 18, 2011, 02:21:24 pm »
It depends on the situation. When there isn't very many polygons, sorting is faster, but past a certain number, (I think around a hundred) the sorting algorithm becomes too slow and z-buffering wins. Also keep in mind only z buffering is able to correctly show intersecting polygons.
I know z buffering is only able to correctely show intersecting polygons, but also: one byte isn't accurate enough for polygons close to each other, so I need two byter for every pixel on the screen, so that would make 1228 bytes, which is really much, and I'm wondering if it's worth it to use that many bytes for only the graphical part.
795
« on: August 18, 2011, 01:53:02 pm »
This is horrible!! Why would he done that?
Luckely juju managed to save that topic.
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