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Messages - fb39ca4

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601
Math and Science / Re: Loop all possible words algorithm
« on: August 05, 2011, 02:33:12 pm »
so this is basically counting upwards in base 26, using the letters as digits, right?

602
Humour and Jokes / Re: Drink something.
« on: August 05, 2011, 02:24:54 pm »
I got that H2O, too was not water, but I didn't know what it was at the time. I've poured H2O2 in my ear to clean out wax though :P

603
Other / Re: Maing a mini-computer
« on: August 05, 2011, 01:47:31 pm »
The CPU is made by TI :P What a small world.

604
Calculator C / Re: C Q&A Thread
« on: August 04, 2011, 03:35:19 pm »
Well, ndless doesn't have a math.h so it shouldn't be an issue. I have compiled programs previously that use math.c and math.h and they work fine.

605
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: August 04, 2011, 12:24:01 pm »
He looks...creepy.

606
Calculator C / Re: C Q&A Thread
« on: August 04, 2011, 11:50:37 am »
Here's another problem I can't seem to figure out:

The compiler gives me the error "math.h:2:13: error: expected identifier or '(' before '{' token" and I have no idea why. Here's the entire contents of the math.h and math.c files:
Code: (math.h) [Select]
extern float sqrt(float x);
extern long abs(long x);
extern float fabs(float x);
extern float sin(float X);
extern float cos(float x);
Code: (math.c) [Select]
#include "math.h"

float sqrt(float x) {
  float r = x / 2;
  int i;
  for (i = 0; i < 10; i++) {
    r = 0.5 * (r + x / r);
  }
  return r;
}

long abs(long x) {
  return (x > 0) ? x : -x;
}

float fabs(float x) {
  if (x > 0) return x;
  if (x < 0) return -x;
  return x;
}

float cos(float x) {
  x = x - TWOPI * ((int) (x / TWOPI));
  float x2 = x * x;
  return 1 + x2 * (-.5 + x2 * (.0417 - x2 * 0.00138));
}

float sin(float x) {
  x = x - TWOPI * ((int) (x / TWOPI));
  float x2 = x * x;
  return x * (1 + x2 * (-0.1667 + .00833 * (x2 - .0002 * x2 )));
}

607
Miscellaneous / Re: temp leave of absence
« on: August 03, 2011, 10:39:44 pm »
Have fun there! I hope to go there someday as well...

608
Other / Re: Unlimited Detail!
« on: August 03, 2011, 10:35:32 pm »
I figured that out, and now I find it quite amusing how he compared his engine to internet search engines in the first video.

609
TI-Nspire / Re: [Nspire Entry] Falling Blocks
« on: August 03, 2011, 08:13:40 pm »
Some people will cheat no matter what barriers are in place. Just worry about making sure someone could not accidentally cheat, and leave it at that.

610
Other / Re: Unlimited Detail!
« on: August 03, 2011, 08:08:52 pm »
The model itself doesn't use polygons, it uses voxels. Let's assume that the elephant statue is contained in a 750mm (75cm) cube. The guy said there were 64 voxels per cubic millimeter, so that makes 75 * 75 * 75 * 64, or 27,000,000 voxels. If the voxel has a 32 bit color value associated with it, that is 102MB right there. On a disk, that number can be greatly reduced by not storing information about the voxels inside the model, which nobody sees, but in memory it pretty much has to be in a 3D array so the renderer can quickly access the voxel at the arbitrary point x,y,z. (Unless the breakthrough he is talking about is in searching for voxels in another way) Actually, now that I think about it, an octree could be used so empty/unseen space need not be stored. But there is still massive amounts of data to be stored for a whole level, so I have a feeling a lot of stuff will be repetitive.

Also, did anyone notice how that guy left out games that use tesselation? So far, it has been a great solution to the polygon budget issue.

611
Other / Re: Unlimited Detail!
« on: August 03, 2011, 05:16:28 pm »
They used Just Cause 2 in the video :D Best. Game. Ever.

If this takes off, then there will be a reason for DRAM growth again :D
http://www.tomshardware.com/news/dram-memory-growth-forecast,13167.html

So they're back again. I have to say, the quality was quite impressive, but I'm still unsure if they will be able to do dynamic animation, as everything is on a grid of voxels, this makes stuff like ragdoll physics quite hard. Atomontage also looks promising, they have solved this problem by using voxels for the stationary environment, and polygons for moving objects. They even have voxel based physics implemented. I wonder how hard the lighting will be with voxels. I'm kind of worried, however, that video games that use this technology will have lots of repetitive content, due to the massive storage space requirements.

612
News / Re: New Nspire Models: CX-C, CX-C CAS, and CM
« on: August 03, 2011, 01:02:22 pm »
Are those sold cheaper in China? I know China still has poorer areas that are being developed and some companies sells them cheaper stuff to still make money there, so maybe that's why they removed some features?

Nonetheless, this is interesting. I wonder if Ndless will be possible on those...
I'm guessing it's that too, although TI probably still makes a huge profit margin on calcs, they have to introduce a new product if they want to sell for a cheaper price in a certain area, or everyone will buy it for the cheaper price. I also wonder how well these will be adopted in China. I think America is starting to overuse technology in schools (things like smartboards are fine and useful, but using a wireless network of calcs to hand out math problems to a class or to take a vote on something is just overkill.), but I don't know about China.

613
TI-Nspire / Re: [Nspire Entry] Falling Blocks
« on: August 01, 2011, 04:27:46 pm »
Looks nice, but why are there two score counters in the corner?

614
Official Contest / Re: Nspire Game Contest: Who's participating
« on: July 30, 2011, 11:53:32 am »
Well, the rules do say it has to be a game, and the fact that it requires custom external hardware (not just using an adapter like on 8x calcs) means that unfortunately, it will most likely not get accepted. You could try making a simple game that has sound but is not required to play the game, though.

615
lol and i see an ad for google chrome in the youtube player.

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