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Messages - bwang
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421
« on: May 14, 2010, 07:09:25 pm »
I'm trying to optimize it right now. I think a good place to start would be trying to change some of the math to fixed-point. The Nspire is not that hard to program right now. The graphics functions are quite usable, we have things like malloc(), and from what I've heard we also have file access functions. The only essential thing we don't have right now is text I/O. The fact that most of the standard library is missing doesn't really affect game programming.
422
« on: May 14, 2010, 06:26:31 pm »
Version 0.2.2 This is the version being uploaded to ticalc.org. It contains a Readme and some minor changes to render().
423
« on: May 14, 2010, 06:08:01 pm »
I might. Right now, I write some proper documentation, and maybe a simple guide on how to get started programming the Nspire.
424
« on: May 14, 2010, 06:04:56 pm »
Could be a timing issue. Grayscale is very sensitive to hardware details.
425
« on: May 14, 2010, 03:03:28 pm »
Nice! Thank you. I'll put a Readme in the next release.
426
« on: May 14, 2010, 03:02:02 pm »
Is there a gravity_particles.c in the current directory? Try with a fresh copy of Ndless. Did you install arm-elf-gcc using the link I gave you?
427
« on: May 14, 2010, 12:36:23 am »
You can use this one.
428
« on: May 13, 2010, 11:05:57 pm »
You could always make a backup copy of the .state file.
429
« on: May 13, 2010, 11:05:02 pm »
That's fine.
430
« on: May 13, 2010, 09:10:13 pm »
Look at the page source in your browser (View > Page Source in Firefox).
431
« on: May 13, 2010, 09:04:49 pm »
I've decided to prepare a release for ticalc.org. I have two requests: (1) Can someone make me an animated screenshot of the latest version for ticalc.org? (2) Does anyone know where I can find the source of the BMPtoC.exe program in this program? I would include a modified version of it in my package for texture creation, and/or use the source to write a texture loader.
432
« on: May 13, 2010, 04:07:55 pm »
Try editing the Makefile to not delete test.bin after it finishes. Then try running ../../tools/MakeTNS/MakeTNS test.bin ../../res/CAS/test.tns and seeing what error message appears.
433
« on: May 13, 2010, 01:49:45 am »
Bwang, I figured it might effect the speed of the engine if you had to use overdraw (the only way I know of to make transparent wall textures) because of the need to continue looping after a wall intersection. But thanks for trying anyways, it's cool that you're listening to my suggestions, as off base as they might be sometimes.
I need to continue looping after a wall intersection anyway, because of the variable-height columns (so a slice of wall may be partially hidden). Right now the problem is if a cube has holes, the engine will try to draw all four faces of the block, which looks terrible. The only way I can think of to remedy this is to make the rendering unit a face of a cube instead of a whole cube, at the expense of making the level format harder to comprehend. Does anyone have optimizations for the code? Or should I add more comments to make the source more readable? I might try writing an external level loader next, so textures and maps would no longer be hard-coded.
434
« on: May 12, 2010, 07:13:16 pm »
Transparent as in "holes in walls", not glass (glass would require drawing all the walls from farthest to closest). EDIT: Blarg. The fact that my blocks each have four faces makes the fences look rather strange. It also makes the engine very slow, so never mind it
435
« on: May 12, 2010, 02:55:11 am »
He actually paid to have this on Google? X.X Sometimes people really are weird...
Nice find, DJ!
I'm especially surprised since it the download doesn't link to a ticalc.org download, so he can't even inflate his stats. This is quite interesting, though. How much does it cost to advertise on Google?
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