Author Topic: Your Projects - Post and Critique  (Read 117347 times)

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Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #300 on: June 11, 2010, 08:41:02 pm »
I wonder if Axe Parser can produce good enough code that can sustain a raycasting engine? It would be nice if it did, then Quigibo wouldn't need to implement it in Axe (unless if he did it produced even faster code) :P

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Re: Your Projects - Post and Critique
« Reply #301 on: June 11, 2010, 08:42:48 pm »
I knew someone was going to say that...
Give it a try sometime, maybe I will, we'll see how it works out ;D

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #302 on: June 11, 2010, 08:52:27 pm »
I don't do 3D stuff, sadly. I wouldn't mind trying pseudo 3D stuff, but I haven't done trig since 8 years ago and I got 22% score in the test, which tells how good I understood that stuff.

I will probably stick to 2D and old-skool pseudo-3D stuff myself, unless someone makes an engine for me then I do the maps and rest of coding

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Re: Your Projects - Post and Critique
« Reply #303 on: June 11, 2010, 08:54:04 pm »
Fair enough.  Maybe I'll try and finish my perspective 3D stuff, assuming I figure out how the hell to do it without floating point numbers.  Or, just take the slowdown and use the FP method I describe in The Complete Guide to Effective Axe.

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #304 on: June 11, 2010, 09:02:25 pm »
are FP really that necessary, though? Couldn't you just use larger numbers and store a division of it in a second variable? Or is it the method you are talking about?

Offline Runer112

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Re: Your Projects - Post and Critique
« Reply #305 on: June 11, 2010, 09:45:10 pm »
If only I could find a quicker drawing method... the calculations take up only about 25% of the processing, drawing takes up the rest
« Last Edit: June 11, 2010, 09:49:25 pm by Runer112 »

Offline Quigibo

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Re: Your Projects - Post and Critique
« Reply #306 on: June 11, 2010, 09:55:23 pm »
I will probably add horizontal and vertical line routine eventually since the current line method is pretty slow for that.  That's why I made the 3dracer demo only draw pixel by pixel instead of using line().
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Offline Runer112

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Re: Your Projects - Post and Critique
« Reply #307 on: June 11, 2010, 09:56:45 pm »
I draw pixel by pixel too, because it's faster than line, but it's still pretty slow. :-\ My project currently advances the tunnel quite slowly and runs at only 6.6 frames per second. (As Quigibo figured out, my game relies on moving graphics by at most one pixel every frame, so I can't simply move the objects faster to adjust for the low framerate)
« Last Edit: June 11, 2010, 10:03:10 pm by Runer112 »

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #308 on: June 11, 2010, 10:01:37 pm »
I will probably add horizontal and vertical line routine eventually since the current line method is pretty slow for that.  That's why I made the 3dracer demo only draw pixel by pixel instead of using line().
really? Wow if horiz/vertical lines are really much faster and they let you draw where you want on the screen it will be amazing. When you release a new version that has such method implemented, you should try to make a grayscale version of your racing engine :D

Offline Runer112

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Re: Your Projects - Post and Critique
« Reply #309 on: June 11, 2010, 10:57:09 pm »
Yeah, the fastest I can push my program and still have it look decent is about 0.7 gridlines per second. Ideally I'd want at least 3 times that. :-\ I wish I had a 15MHz calculator or ROM to test it on, it might at least be passable running at 15MHz. Otherwise I guess I'll have to scrap this and work on a non-3D project.
« Last Edit: June 11, 2010, 10:59:17 pm by Runer112 »

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #310 on: June 11, 2010, 11:10:40 pm »
btw do you draw the entire "squares" on the screen every frame, or just erase the end and add a line at the beginning of them? If it's the former, you could simply  increase the rate at which it moves. It would look faster, even if the framerate isn't too high.

Offline Runer112

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Re: Your Projects - Post and Critique
« Reply #311 on: June 11, 2010, 11:30:53 pm »
btw do you draw the entire "squares" on the screen every frame, or just erase the end and add a line at the beginning of them? If it's the former, you could simply  increase the rate at which it moves. It would look faster, even if the framerate isn't too high.

Latter. As it is, with drawing only a single line for each square on each side (16 lines in total), I only get about 6 frames per second at best. Drawing every object over again every frame would undoubtedly be even more unplayable, I'd be lucky to get 2 frames per second.
« Last Edit: June 11, 2010, 11:38:14 pm by Runer112 »

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #312 on: June 11, 2010, 11:42:41 pm »
Aaaah ok x.x

Hopefully Quigibo will eventually add faster ways to do that stuff

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Re: Your Projects - Post and Critique
« Reply #313 on: June 12, 2010, 03:51:41 pm »
Nice job Runner! ;D  It looks pretty cool. :D

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Re: Your Projects - Post and Critique
« Reply #314 on: June 13, 2010, 12:47:02 am »
I made a shell kind of program. Fairly simple navigation, arrow keys to select programs on a page, +- to change pages.  The three icons above the program name are type (appvar/program), protected (only for programs), and memory location. (RAM/Archive)  These can be toggled with the buttons Y= (type), Window (protected), and Zoom (location). Although, note, for some reason completely indiscernible to me, you cant do it with programs/appvars with less than 5 character names.  Also, that number off to the side is the free RAM.  I plan on adding a couple more things, but this is mostly proof of concept, so... :P
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