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Messages - meishe91
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376
« on: December 04, 2010, 08:26:10 pm »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?
I don't know, but squidget made a very good one. Runner followed him with another great one!
Well all roughly the same code as Squidget's, Runner just did a few optimizations and added a Assembly routine (I believe that's what it is unless Runner released a different one that I missed). But ya, they are really nice.
377
« on: December 04, 2010, 08:21:56 pm »
I don't know about in here but ya in the solo cage matches Raylin had to postpone it a bit (I think that was the final verdict). With finals coming up soon before winter break in the United States school can get really hectic since it's semester finals. I'm thinking once winter break comes things will start easing up on people and more contests will go on and such. Like DJ said, school time can just be a hard time to program.
378
« on: December 04, 2010, 08:11:47 pm »
Ya, basically there are three ways of getting the integer part of a number. Using iPart( is probably the easiest way but has some issues sometimes (I believe). It simply chops off the decimal and gives you the integer. The next way is using int(. This works the exact same as iPart(, but for positive numbers only. This is because it actually always rounds down which means negative numbers will be lower sometimes (-5.4 and -5.6 will both return -6). The third way is using round(. It basically just rounds normally however it has two arguments that determine to what decimal value it rounds to. So if you put zero in the second argument you will just get an integer.
And glad you got things working and such. I'll check things out later when I get some time.
379
« on: December 04, 2010, 03:07:16 am »
Sounds like a cool idea. Good luck with it. What kind of art are you looking for? Pixel art? I like the song by the way, Mride. The only thing I found is the timpani beats that were just in open air. They just seemed a bit out of place with no other music playing. But still great job and like the style
380
« on: December 04, 2010, 02:53:04 am »
Well the problem with the sub( command seems like somewhere you are generating a decimal part and sub( can't have those. It has to be an integer. So I would advise using iPart( instead of int( because it can have weird effects in some situations, I don't remember what they are though.
As for that second thing with the storing to the variable thing I'm not sure I understand what you mean by nothing is happening. Like that one isn't getting stored to the variable when the variable equals six? Or something else?
381
« on: December 03, 2010, 08:46:32 pm »
Oh ok, then I just misremembered then. My bad
382
« on: December 03, 2010, 07:45:01 pm »
Well adding pictures wouldn't be to hard in TI-BASIC, if I understand you correctly. All you'd have to do is create routines for drawing the shapes and then just use commands to call the correct one. Also, if you do the full solving thing like you showed (I believe you tried it before in a former release or something and I showed you a graphscreen based one) I would possibly stick with the graphscreen since it will look a lot neater. Or you could use the Output( command, would be the same as using Text( roughly. Using Disp would just make it to fast to see anything, I think anyways. You could get it to work if it was tweaked with correctly.
I would also say you might want to avoid Axe for something like this (unless a new version was released that fully supports floating point numbers). Since the numbers you get with this program, especially from using ?, are mainly numbers with decimals which are a pain in Axe. Just my two cents though.
Good luck on any progress though.
Yes, I really hope Axe includes pi in the next version and some more math functions. I heard it was to avoid that it gets slow, but I don't really think it would be such a memory consumption.
Now, I have managed to make that after you calculate a formula, you go back to the menu (Labels easy stuff).
Now, the next step is another page and adding triangle solver
It's not so much memory consuming as it is speed consuming. Floating point numbers are a big slowdown since they are a routine by themselves, I believe. axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?
Seems to be fast enough for Squidgetx
383
« on: December 03, 2010, 07:32:28 pm »
Wow that looks awesome. Didn't Builder talk about making something like this (with his Zedd Physics engine?)? Or am I remembering wrong? Anywho, looks great Can't wait to see how this turns out.
384
« on: December 03, 2010, 07:24:47 pm »
Wow, that is really neat Great job on it Keep up the good work. Can't wait to see what this leads too.
385
« on: December 02, 2010, 05:41:55 am »
I had no idea about Unicode, and don't even know how to input them But I think I'll keep it only Alt-Codes mostly because, like you said, they differ greatly from browser to browser. Such as when the U+2A7D and U+2A7E were just tried to be shown I only got squares. While I think alt-codes are more common to show up correctly. @Calcforth Ok, thanks for correcting me. Those are just what is closest in the Alt-Codes. That's why I labeled them as they are.
386
« on: December 02, 2010, 05:31:01 am »
Well the site design could have changed since you last saw it too, I mean Omni's has changed over the years But who knows, I'm sure there are quite a few out there.
387
« on: December 02, 2010, 01:55:59 am »
Well adding pictures wouldn't be to hard in TI-BASIC, if I understand you correctly. All you'd have to do is create routines for drawing the shapes and then just use commands to call the correct one. Also, if you do the full solving thing like you showed (I believe you tried it before in a former release or something and I showed you a graphscreen based one) I would possibly stick with the graphscreen since it will look a lot neater. Or you could use the Output( command, would be the same as using Text( roughly. Using Disp would just make it to fast to see anything, I think anyways. You could get it to work if it was tweaked with correctly.
I would also say you might want to avoid Axe for something like this (unless a new version was released that fully supports floating point numbers). Since the numbers you get with this program, especially from using π, are mainly numbers with decimals which are a pain in Axe. Just my two cents though.
Good luck on any progress though.
388
« on: December 02, 2010, 01:43:32 am »
That looks cool. Would it be possible if you could do some 9 fps screenshots? I'm just being to lazy to check them out in FireFox But it really does look great and I'll have to check it out when I get some time. Keep up the great work
389
« on: December 02, 2010, 01:23:59 am »
Ooo, that sucks I'm sorry about finals, those can be tough. I know a lot of my friends are stressing about those too. (I get the joy of waiting until next semester before stressing over them ) But glad a postponement agreement was made
390
« on: November 24, 2010, 05:32:00 pm »
The cave gets shut down if there are to many eggs in the abandoned egg section. Until that clears up some no more new eggs.
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