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Messages - fb39ca4

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31
Ndless / Re: ndless 3.2
« on: January 31, 2014, 02:24:07 pm »
does any1 know win this is estimated to be out?
It will be finished when it is finished. Making this is not an easy task.

32
TI-BASIC / Re: Ti 84+cse prgming questions
« on: January 30, 2014, 04:40:57 pm »
Never heard of screen damage from strobes. In fact, the method for producing grayscale on monochrome displays strobes the pixels in a checkerboard pattern, and strobing is used to fix stuck pixels.

33
Computer Projects and Ideas / Re: Plane deformation : the GLSL version
« on: January 30, 2014, 12:47:53 pm »
This should actually be fast enough to do in javascript, when you can do per pixel raycasting already. (http://jsfiddle.net/uzMPU)

34
TI-Nspire / Re: nRaged
« on: January 30, 2014, 12:42:48 am »
@fb39ca4: I'm not sure what you mean by that. Could you explain?
Anyways, I optimized a bit, made it harder, and slowed it down on student software. I cant promise it will work on 3.1 though because im not sure if platform.hw() works with 3.1. If not, just use the link at the top.

You can use timer.getMilliSecCounter to get the time in milliseconds, and from that calculate the time since the last frame. You can either have everything move proportional to the delta time, resulting in a variable framerate yet constant gameplay speed, or wait for the delta time to reach a certain amount, resulting in a constant framerate.

35
TI-BASIC / Re: Ti 84+cse prgming questions
« on: January 29, 2014, 08:28:47 pm »
I believe it was calculated that the theoretical maximum framerate when drawing a solid color to the screen was 7FPS. You could double that by using the half-horizontal resolution mode, but this is all using assembly language.

36
Computer Projects and Ideas / Re: Plane deformation : the GLSL version
« on: January 29, 2014, 08:24:56 pm »
Eiyeron, have you ever experimented with raymarching GLSL shaders?

37
TI-Nspire / Re: nRaged
« on: January 29, 2014, 08:23:48 pm »
Are there any timers you could use to regulate the framerate?

38
Axe / Re: [Axe] Plane deformations are fun
« on: January 29, 2014, 11:25:28 am »
After transforming the coordinates so that the origin is at the center of the screen and r is the distance from the origin, x' = 0.5 * x * (r^2 + r) and y' = 0.5 * y * (r^2 + r) for all points where r < 0.5. Otherwise, the coordinates are unchanged.

Also, a suggestion for the demo: You should generate the LUT for the next scene in the background while the current one runs, so that there isn't a pause between scenes. After each frame is drawn, generate one line of the LUT.

39
Axe / Re: [Axe] Plane deformations are fun
« on: January 29, 2014, 11:19:27 am »
We're not talking about the same thing here. Lens effect can't be achieved with a single formula for U and V, it needs a whole algorithm.
Here's something I put together quickly that produces the lens effect as a function of UV.
https://www.shadertoy.com/view/Xsj3RV

40
Miscellaneous / Re: What is your avatar?
« on: January 28, 2014, 09:58:17 pm »
But my favorite avatar has to be thepenguin77's:


I have spent way too much time watching that thing.

I wonder how hard it would be to add support for small HTML5 video clips as avatars. It is possible to hide the playback controls and make them play and loop automatically, so that they behave just like animated GIFs, but with a much smaller file size. Of course, sound should then be disabled.

41
Axe / Re: [Axe] Plane deformations are fun
« on: January 28, 2014, 09:42:02 pm »
Glad to hear that it helped. This would be a great effect to have for a demoscene program. Speaking of demoscene, you should have a magnifying lens effect, as was common in demos for older systems. Also, if you want the GIFs to be smoother, crank up the framerate setting in Wabbitemu.

42
Axe / Re: [Axe] Plane deformations are fun
« on: January 28, 2014, 02:22:24 pm »
You don't need to unpack anything. Just store a number from 1-64 which corresponds with the index of each pixel in the texture as if it was a 1-D array.

43
Axe / Re: [Axe] Plane deformations are fun
« on: January 28, 2014, 11:59:37 am »
If you're using an 8x8 texture, that's only 64 possible coordinates needed, so you could just have one byte store both the x and y coordinate in the LUT.

44
TI-BASIC / Re: nspire basic storing game data help pleas3
« on: January 27, 2014, 01:50:52 pm »
You'll only be able to do security through obscurity, since a player can look through and modify the source code.

45
TI Z80 / Re: Snow Demo
« on: January 26, 2014, 07:58:43 pm »
Would it be possible to make snow even out so that it does not develop into pillars which then have an even higher chance of snow settling on them and growing even taller?

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