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Messages - bwang

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451
TI-Nspire / Re: Nspire Raycaster
« on: May 09, 2010, 01:59:01 pm »
The jump from 0.1.0 to 0.2.0 is to signify the change from demo/alpha to beta status. Nothing new was added; I just rearranged the source a lot.

452
TI-Nspire / Re: CAS OS on Standard TI-nspire [development idea]
« on: May 08, 2010, 11:40:27 pm »
Octave is not a CAS. We might be able to port XCAS or YACAS to the Nspire; I doubt we could do Maxima because its a rather large program (>32 MB, so the unmodified version won't even fit on the Nspire).
XCAS, in particular, has a stand-alone computation kernel called GIAC written in C++. Does anyone know whether C++ programs work on the Nspire?

453
This thread is to keep track of various released versions. Questions/comments should be posted in the original discussion thread, or in a new topic.
Version 0.2.0

This is the first beta release (with source) of Ncaster. It may contain bugs, and definitely contains bad style and/or unoptimized code.
Questions about engine usage, advice, comments, or optimizations are all welcome (but remember, NOT IN THIS THREAD!).


454
Calculator C / Re: arm-elf-gcc Compiling error
« on: May 08, 2010, 10:42:11 pm »
You need arm-elf-gcc. Try downloading an older version of Yagarto (the version I have installed under WINE says 23.12.2009).

455
Calculator C / Re: arm-elf-gcc Compiling error
« on: May 08, 2010, 09:29:13 pm »
Go to a command prompt and run arm-elf-gcc. Does it give you a Command Not Found error?

456
TI-Nspire / Re: CAS OS on Standard TI-nspire [development idea]
« on: May 08, 2010, 05:21:58 pm »
CASes are not very large at all. YACAS is ~600KB.
As for how hard it is to write one, it strongly depends on how many features you want.
*Expansion is relatively easy.
*Equation solving greatly varies depending on what equations you want to solve (easy to solve polynomials, hard to solve stuff like sqrt(x) + sqrt(x+1) = sqrt(x+2)).
*Differentiation is not too bad.
*Algebraic simplification varies depending on how powerful you want the simplifier to be.
*Symbolic matrices are easy once you have everything else done.
*Rational integration is doable (I had one in Nspire BASIC).
*Algebraic integration is very, very, very hard. The description of the algorithm fills a large   chapter in a textbook, and even then is tricky to understand.

457
TI Z80 / Re: Portal Y the next generation
« on: May 08, 2010, 02:02:56 am »
What do you mean by interlacing? Do you mean draw different sets of columns every other frame (so this frame I'd draw columns 0, 2, 4, ... and next frame I'd draw columns 1, 3, 5, 7, ...)?

458
TI Z80 / Re: Portal Y the next generation
« on: May 07, 2010, 10:07:59 pm »
I'm not sure my raycaster can handle scenes of that complexity and still run at reasonable speed :(
The DS has more that just video RAM; it also has an entire GPU doing the 3D transformations and texture mapping.

459
TI-Nspire / Re: Nspire Raycaster
« on: May 07, 2010, 10:05:21 pm »
how much does this strain the cpu?
I get 10-30 FPS at 320x240 rendering every other column. The framerate greatly depends on the complexity of the scene being rendered. Bridges and tunnels, in particular, really push the engine.

460
TI-Nspire / Re: Nspire Raycaster
« on: May 07, 2010, 01:29:10 pm »
Quote
Are you also able to set where on the screen buffer the viewing area is rendered?
I'll add that feature.
The structure for the parameters sounds like a good idea, especially since it makes render() a bit easier to use (no need to remember what order the parameters come in).

461
TI-Nspire / Re: Nspire Raycaster
« on: May 06, 2010, 06:31:35 pm »
I really like the way you've handled that, it makes it much easier to use the same screen buffer to put stats and such on the screen as well as the rendered scene. If you want to I could try to help you optimize the code to make it faster. Also are you going to keep the variable viewing screen size in the finished program? If you are, the client code could adjust the viewing area to meet it's own processing needs. That way, games with more complicated AI and such would be able to make up for the processing time for that by decreasing the screen size. It would make your engine extremely flexible.
I'll make a release with source in a bit, once I extract all my stuff from the Ndless folder I've been coding this in.
The adjustable screen size is part of the engine right now; render() takes the width and height of the screen as two of its parameters.

462
ASM / Re: Programming help
« on: May 05, 2010, 07:51:47 pm »
Don't use goto in that program. Make the ElseIf blocks ElseIf...Then blocks and put your code between the Then and the next ElseIf.

463
TI Z80 / Re: TI Developer
« on: May 05, 2010, 07:49:44 pm »
I can help with the Nspire stuff on the Linux side, but not on Windows (I have no idea how to install gcc on Windows).

464
TI-Nspire / Re: Nspire Raycaster
« on: May 05, 2010, 07:44:22 pm »
New demo!
This one adds support for different textures and sprites.
I think the engine is nearly ready for a real release. I've split all the rendering code out of the main program, so essentially the engine consists of one render() function that takes map data, sprite data, texture data, camera position, and a screen buffer as parameters and draws the rendered image to the buffer.
I'm worried about the speed now, though. It becomes a bit choppy when you're looking at a complex scene :(

465
TI-Nspire / Re: A symbolic library for the Nspire non-CAS
« on: May 04, 2010, 11:17:36 am »
You don't need to re-code the factoring function; the library is not going to factor anything bigger, than, say 10.
I think libexpr\collect() collects terms in an expression specified by a matrix, but I could be wrong (its been 6 months since I've looked at the code).

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