Author Topic: Features Wishlist  (Read 690888 times)

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Offline Raylin

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Re: Features Wishlist
« Reply #510 on: April 13, 2010, 08:00:40 pm »
Yes, I'm sure. If the options were activated.
But, if the compressed-run mode feature is put in...

:D
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Offline Will_W

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Re: Features Wishlist
« Reply #511 on: April 13, 2010, 08:13:51 pm »
raycasting isn't used for polygons
ray casting is where you have a grid, and every cell on the grid either has a wall, or lacks a wall (it can be extended to give different heights to the walls).  Now, take a line with 96 evenly spaced segments (1 for each pixel the lcd is wide), and a point behind the line (the eye).  Draw a line from the eye, through the center of each of the 96 segments, and see where the closest intersection of that line and a cell that contains a wall is.  Now, from that distance, you calculate how tall the wall should look, and draw that in the vertical center of the screen.  Checking the ray for collisions is complicated, since you can't just test every time the line travels one unit (you could miss walls that way if the unit mark happens to not be in that cell), so you have to use DDA (digital differential analysis), where you check for a hit every time the x or y position of the line is a whole number.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #512 on: April 13, 2010, 08:17:04 pm »
Oh I didn't meant it was used for polygons, I was confirming that Line would be very useful to do actual polygon 3D routines.

For raycasting, if the map is stored in some sort of array/matrix/list/tilemap, can't you use some sort of tile-based collision detection instead?

Offline Will_W

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Re: Features Wishlist
« Reply #513 on: April 13, 2010, 08:18:33 pm »
like what?  that's basically what DAA is.  Maybe if I ever feel like learning Axe I could port my 3D engine.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #514 on: April 13, 2010, 08:19:30 pm »
really? For some reasons, I gathered something totally different from your explanation, simply because you called it DDA instead of "tile-based collision detection" x.x. I am so used to hearing the later.

Offline Will_W

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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #516 on: April 13, 2010, 08:24:47 pm »
I kinda wish they would use similar game making vocabulary for every type of game. We would get less confused about what is what from a game to another and not mistake one thing in particular as two different things.

Offline Quigibo

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Re: Features Wishlist
« Reply #517 on: April 15, 2010, 07:20:49 pm »
I updated my to-do list.  I've pretty much finished everything I thought would be "essential" for the beta release, so I think I might just halt the new commands for a little bit and just focus on writing the user's guide.  Sunday I plan to release the next version: 0.2.0 but this time, it won't just be on omnimaga.  I'll be releasing it on ticalc.org as well as several other calculator forums to expand interest in the project.  So this will be a very big release.
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #518 on: April 15, 2010, 07:40:56 pm »
Unless you are alerady doing so in reply to my other post asking so in the other thread, could you clarify how the pic absorbing feature would operate? Would it let us split 8x8 pics into individual tiles, sorted from left to right and top to bottom, compiled inside the program as data? That would be nice.

Offline Raylin

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Re: Features Wishlist
« Reply #519 on: April 15, 2010, 07:49:21 pm »
That on top of the different dimensions for sprites and the DrawShape command.

(I'm going to keep bugging you about that.)
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Offline Quigibo

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Re: Features Wishlist
« Reply #520 on: April 15, 2010, 07:53:13 pm »
It will work like this:

[Pic1]->Pic00 Will read the pic from RAM and copy it into the program.  Stores the pointer to the start of the data into "Pic00"

You can even chain it with regular hex:

[01AF3BPic1B10000]

The pics are NOT stored as a bunch of 8x8 sprites.  Its an array of 12x63 bytes.
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Offline Raylin

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Re: Features Wishlist
« Reply #521 on: April 15, 2010, 07:55:05 pm »
What's the command?
Or will it be something the Parser itself picks up?
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Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #522 on: April 15, 2010, 08:41:28 pm »
It will work like this:

[Pic1]->Pic00 Will read the pic from RAM and copy it into the program.  Stores the pointer to the start of the data into "Pic00"

You can even chain it with regular hex:

[01AF3BPic1B10000]

The pics are NOT stored as a bunch of 8x8 sprites.  Its an array of 12x63 bytes.
Aaah ok.

In future versions, will there be a command to store the pics as bunches of 8x8 sprites? It might come handy since it would be considerably faster than any other way

Offline Quigibo

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Re: Features Wishlist
« Reply #523 on: April 15, 2010, 09:42:23 pm »
Actually, that would be kind of useful.  So most likely, yes. I guess that's what r is for :)
« Last Edit: April 15, 2010, 09:42:32 pm by Quigibo »
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Offline DJ Omnimaga

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Re: Features Wishlist
« Reply #524 on: April 15, 2010, 10:04:48 pm »
YAY! Because personally it would be much faster doing so.

Plus, as several people here are used to Omnicalc, xLIB, CODEX and Celtic, we're also used to displaying sprites stored in pics, one after each others. It's so much easier to edit