Author Topic: Features Wishlist  (Read 690875 times)

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Offline Runer112

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Re: Features Wishlist
« Reply #1050 on: July 31, 2010, 12:14:36 pm »
I'm for polygons and mesh.  This, folks, is the same kind of 3D you get on a computer!  I would vote there, too, if I were you.

The question is, could you get a polygon engine to run quickly?

SirCmpwn

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Re: Features Wishlist
« Reply #1051 on: July 31, 2010, 12:15:15 pm »
Probably not.
But it would be *sick.*

Offline Runer112

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Re: Features Wishlist
« Reply #1052 on: July 31, 2010, 12:20:44 pm »
Admittedly, it would be sick. But unfortunately its uses would be limited due to its inability to be used in realtime games. That's why I voted for Mode 7, it's probably the most reasonable option in terms of realtime usage.
« Last Edit: July 31, 2010, 12:22:23 pm by Runer112 »

Offline nemo

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Re: Features Wishlist
« Reply #1053 on: July 31, 2010, 12:22:34 pm »
can quigibo or a mod give us the option to change our vote?


SirCmpwn

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Re: Features Wishlist
« Reply #1054 on: July 31, 2010, 12:50:35 pm »
Done

Offline Quigibo

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Re: Features Wishlist
« Reply #1055 on: July 31, 2010, 02:47:10 pm »
Polygons wouldn't be that slow as long as there was a small count.  I'd imagine that you could get a decent real time game with 50 onscreen edges  with more off-screen.

By the way, I was working on a mode 7 engine myself in the actual Axe Language.  At first it was really slow, less than 1fps, but i kept doing more and more optimizations and now I can get the entire lower half of the screen in mode 7 grayscale at about 8-10 fps which definitely has game potential.  However, I don't have rotation, just translation, incline, and FOV.

If I implement any of the 3D modes, the routines are going to be gigantic (probably combined 500-1000 bytes) since I won't care about size, just speed.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #1056 on: July 31, 2010, 05:09:10 pm »
I think it should be fine. Such thing needs to be fast enough so I think the space it takes is worth it.

Btw, are you gonna use Calc84maniac mode 7 engine or are you making your own? His ran at like 20-30 fps I think, if not more. I think it was on SE, though.

Offline Builderboy

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Re: Features Wishlist
« Reply #1057 on: August 01, 2010, 05:45:14 pm »
3D i like the idea of Mesh and filled things, just because :P

On a separate note, i would like a request for 2 things, Libraries pleeeeeeeases :( and maybe a way to jump to certian lables from inside programs?  Like if you had a comment that was .Goto LB and you put your cursor on that line and pressed On+[anykey] it would jump to that label?  Im not sure if thats possible, just throwing that out there as a possibility.

Offline matthias1992

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Re: Features Wishlist
« Reply #1058 on: August 01, 2010, 06:10:31 pm »
As far as 3D stuff goes, I at first voted mode7 but then revoted for polygons. I think polygons can be done if you don't have too many at the same time. I think it is just awesome if we could work with them! I can already imagine a on-calc model creator-viewer that stores models into appvars. I guess using the OP registers for the vertices would be the fastest?

mode7 has my second vote if there is such a thing. In terms of speed I still do recon it faster then poly's but it is 'less 3D' then the poly's.

Now here I am just gonna suggest something that is maybe out of bounds but I'll say it anyway. How about a combined mode7 and poly's? can you imagine a character (poly) walking around in a mode7 world? All the structures and trees would be poly's but the basic ground texture could easily be a mode7 'texture"

I am really looking forward to this!

On a side note I personally would like different tokens for Axe then for basic, but that is just me having hard times switching between the two.
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Offline Quigibo

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Re: Features Wishlist
« Reply #1059 on: August 01, 2010, 06:28:21 pm »
Libraries might be possible very soon, I just need to make my code sightly more modular so I can read from multiple places at once.  I realized a while ago how complicated it would be to implement library files, so it will instead be pretty much identical to the C #include feature that directly inserts the code at whatever position you put it.  You can even put each subroutine in its own separate program.  The include files will not need Axe headers and in fact should not have them so then it doesn't crowd your compiling list.  If its not included in 0.4.2, it will definitely be in 0.4.3

The jumping idea is something I'm planning to add later.  Much later.  I'm planning on using hooks to add tons of new features to the BASIC editor (only for programs with an Axe header) like label jumping, sprite previews, calculator window without exiting, hex - binary - decimal converters, etc.  Really cool stuff, but its something I'd probably write after 1.0.0 comes out.
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Re: Features Wishlist
« Reply #1060 on: August 01, 2010, 08:21:05 pm »
If you are planning those, I've always wanted to use recall like the homescreen.
For instance, pushing [2nd]+Recall should open the same text dialog, but should let you type in more than one token and execute it, and recall the answer.  I've wanted to do [2nd]+Recall length(Str1 but have never been able to.

Offline Builderboy

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Re: Features Wishlist
« Reply #1061 on: August 01, 2010, 09:09:56 pm »
The include files will not need Axe headers and in fact should not have them so then it doesn't crowd your compiling list.  If its not included in 0.4.2, it will definitely be in 0.4.3

That sounds really sweet :) I've been waiting for libraries for a long time now.  Right now i have a different system in place to go through code quickly :D I have a set of Pointers that i initialize at the beginning of m,y program, one for each subroutine.  Each subroutine its pointer at the very beginning.  By commenting out the initialization of the pointer, i can scroll to the sub instantly, which is much more useful than scrolling for a min to get to the bottom. 
 
Plus using libraries means that you can upgrade sections of code while still keeping a backup of that particular subroutine.  It all makes me very excited :)

Offline Quigibo

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Re: Features Wishlist
« Reply #1062 on: August 02, 2010, 06:41:49 am »
I just thought of something really useful that I can't believe I didn't think of before.  Its the fact that 2563 = 644.  The reason that's so important is that the labels, subroutines, and pointer names were all being stored as 3 byte entries.  Once byte for the type and 2 for the characters of the name itself.  But since I'm only using a few possibilities; letters, numbers, and theta, I can get away with storing that data in only 6 bits per entry instead of the full 8 bits of a byte.  So now the 3 bytes I was using in memory can suddenly hold 4 entries!  That means that all labels and pointers can now be up to 3 letters long instead of 2.  That one extra character actually allows you to spell comprehensible pseudo-words like sub(BUF) or Lbl MOV.  This wasn't a feature I was planning to add, but I just couldn't stop myself once I realized how easy it would be to do.

I don't think I will ever have enough RAM for the 7 character label names like I was planning unless I use the extra ram pages so this will have to do for now, at least its an improvement.

Also, I changed my mind about the Axe include files.  They will need a special header beginning with 2 periods instead of 1.  That way, you still have the Axe Tokens and eventually the Axe Editor to use when writing the subroutines.  But the extra dot will conveniently make them invisible from the compile list.
« Last Edit: August 02, 2010, 06:42:34 am by Quigibo »
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SirCmpwn

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Re: Features Wishlist
« Reply #1063 on: August 02, 2010, 08:29:39 am »
I would be devastated if you started using the extra pages, which I do not have :(

_player1537

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Re: Features Wishlist
« Reply #1064 on: August 02, 2010, 08:31:40 am »
Didn't I read a while back that you might support filenames with more letters if some of them were lowercase?  Like LoseTheGame could also be called by sub(LTG)