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Messages - bwang

Pages: 1 ... 31 32 [33] 34 35 ... 44
481
TI-Nspire / Re: Nspire Raycaster
« on: April 29, 2010, 12:38:06 am »
Small update attached fixes sprite clipping again.

482
Computer Projects and Ideas / Re: my java calculator
« on: April 29, 2010, 12:03:49 am »
You should add symbolic support. With Java's built-in string handling it shouldn't be that hard.
Also, maybe display the expression as you type it, instead of just the numbers?

483
TI-Nspire / Re: Nspire Raycaster
« on: April 28, 2010, 09:17:52 pm »
Have a screenshot, then.

484
TI-Nspire / Re: Nspire Raycaster
« on: April 28, 2010, 07:54:45 pm »
New update!
Added walls at variable altitudes.
Sprite clipping is a bit broken again.

485
TI-Nspire / Re: CAS OS on Standard TI-nspire [development idea]
« on: April 27, 2010, 06:05:56 pm »
Hmmm...now that we have C support it should be fairly easy to write a 3D grapher. Someone really needs to find/write some I/O functions, since a grapher would not be very useful without a way to enter the function.

486
TI-Nspire / Re: NSpire Text Based Game Engine
« on: April 26, 2010, 08:34:42 pm »
I believe matName[row, col] accesses matrix elements.

487
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: April 25, 2010, 08:23:30 pm »
Would you really want to play Gameboy games at 10% speed?

488
TI Z80 / Re: Zedd Physics Library
« on: April 24, 2010, 09:34:59 pm »
Yay! Finally you posted this, Builderboy :)
The boxes shake a bit in the 3rd screenie, though. Is that a feature or a bug?

489
TI-Nspire / Re: Nspire Raycaster
« on: April 23, 2010, 06:12:31 pm »
Yeah, the newer source ports like Doomsday supported looking up and down.
Strange that original Doom ran slowly on your XP machine though. Did you try a source port like PrBoom?

490
TI-Nspire / Re: Nspire Raycaster
« on: April 23, 2010, 03:39:00 pm »
They are multidirectional sprites, not multidimensional.
I'm really busy right now (the USA Math Olympiad is on Tuesday and I have to study for it). There will be faster progress starting next Thursday.

491
TI-Nspire / Re: TI-Nspire GB Emulator
« on: April 23, 2010, 12:43:09 am »
This page explains it well.

492
TI-Nspire / Re: TI-Nspire GB Emulator
« on: April 22, 2010, 11:44:33 pm »
The Gameboy  Gameshark codes simply wrote a specific byte to a specific memory location.

493
TI-Nspire / Re: Nspire Raycaster
« on: April 22, 2010, 10:50:47 pm »
Sprites that turn when you turn.

494
TI-Nspire / Re: Nspire Raycaster
« on: April 22, 2010, 08:12:09 pm »
Quote
If bwang implements walls at variable altitudes, we can start building doors, corridors, bridges, rooms and so make the virtual world looks like in DN3D.
I've been puzzling about this and thinking whether I should add it. On one hand, the worlds would look a lot nicer. On the other hand, implementing walls at variable altitudes is non-trivial, and without supporting features (such as the ability to look up at the ceiling), would not add much to gameplay, not to mention adding a bit more overhead (although not much) to the main rendering loop.
What do you guys think? What should I add next? I'm thinking doors and multidirectional sprites.

495
TI-Nspire / Re: TI-Nspire GB Emulator
« on: April 22, 2010, 08:07:55 pm »
I wonder whether Gameshark code support will ever appear on this emulator. Maybe there's a way to write something to hack the save states and put codes in?

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