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Messages - bwang

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571
TI-Nspire / Re: Nspire Raycaster
« on: March 28, 2010, 03:33:48 am »
Just out of curiosity, what do the bits in 0x00000002 and 0x00141002 do?

572
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 10:37:18 pm »
Good idea, I'll add the maximum distance code.
calc84: how do you change the CPU clock speed in C?

573
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 07:56:06 pm »
The speed loss is because of extra calculations needed when the column is taller. Builderboy: how would you find the height of each segment? That seems to require quite a bit of math.

Bricks!


I'm contemplating rewriting everything to use only integer arithmetic. Do you guys think the resulting speed gain will be worth the trouble?

I attached a new demo. Why doesn't the forum support .tns attachments?

574
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 07:30:13 pm »
The motion is smooth as long as you don't get too close to the walls. If you do, the engine needs to calculate textures for more pixels and it becomes choppy.

575
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 07:27:10 pm »
They're all bit shifts now.

576
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 07:09:32 pm »
New screenshot with higher resolution (32x32) textures:

Does anyone have advice to give on writing a faster texture mapper? I get twice the framerate I get now if I take out texture mapping, so clearly it is a major source of slowdown.

577
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 05:44:50 pm »
The black ones don't support Ndless yet and the CASes don't have an 84+ keypad.

The final textures definitely will not be 8x8. I am using the entire screen. Whether I use floor textures will depend on how much speed I have left.

578
General Calculator Help / Re: Game for Ti-Nspire CAS
« on: March 26, 2010, 05:41:27 pm »
No, 0 is darkest, 15 is blank, for a total of 16 shades. I don't know what happens when you pass 16 though. Does it mod out 16?

Can you post the contents of keys.h?

Does the dialog box at least appear?

579
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 02:45:42 pm »
I did attach a small demo in the post with the screenshot in it. It runs a bit slow, though, since I haven't fixed my texture mapping code yet.

580
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 01:14:27 pm »
I already have texture mapping--those checkered squares are an 8x8 texture map.

581
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 03:02:09 am »
I think texture resolution shouldn't affect speed, since the loop that does the texture mapping depends only on the height of the column I'm drawing.
Speaking of texture mapping and speed, I think I figured out the cause of the slowdown when you get near a wall: the columns become longer, so the engine needs to do more texture calculations. I guess my texture mapper really needs optimization :(

582
TI-Nspire / Re: Nspire Raycaster
« on: March 26, 2010, 02:40:48 am »
Yay! I implemented double buffering, and its much less flickery now. For some strange reason , though, it flickers and becomes choppy when you get near a wall.

Screenshot:


It runs a lot smoother on-calc than the screenshot makes it seem (why won't CalcCapture give me a higher framerate?)
I've attached a demo.

583
General Calculator Help / Re: Game for Ti-Nspire CAS
« on: March 25, 2010, 06:06:26 pm »
setPixel's third argument only goes up to 15; therefore, 16 will crash.

584
TI-Nspire / Re: Nspire Raycaster
« on: March 25, 2010, 03:13:05 pm »
I'm not even trying to copy the array right now. Just trying to put values in the array crashes the calculator.

585
TI-Nspire / Re: Nspire Raycaster
« on: March 24, 2010, 11:38:12 pm »
Would the array work if I made it 8 times smaller? Do you guys think its crashing because of lack of memory?

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