Search found 3846 matches
- Sun 30 Dec, 2012 8:57 am
- Forum: xLIB
- Topic: Next version of xLIB - features?
- Replies: 215
- Views: 309542
Re: Next version of xLIB - features?
I know CIII and DCS integrated virtually all xLIB functions however i still regret not finishing 1.0 because the real advantage it has over the others is speed. It implements a lot of important things that xLIB (and others) never did ... looking back i have no idea why. Here is a smoothscrolling til...
- Fri 28 Dec, 2012 4:27 am
- Forum: Off Topic
- Topic: 4000th Post Thread
- Replies: 0
- Views: 90870
4000th Post Thread
Celebrates in silence once more .
*crickets riding tumbleweeds*
*crickets riding tumbleweeds*
- Fri 28 Dec, 2012 4:04 am
- Forum: xLIB
- Topic: Next version of xLIB - features?
- Replies: 215
- Views: 309542
Re: Next version of xLIB - features?
Hmm.. strange! Ill have to look into it as i only patched it and tested MII. The fix does indeed affect getKey, ill have to rework the workaround. Also i dug up xLIB 1.0alpha and there are some features in there that i wish i had of released. It had the capability to parse simple equations and also ...
- Fri 28 Dec, 2012 3:41 am
- Forum: Metroid
- Topic: progress...
- Replies: 280
- Views: 626327
Re: progress...
I may need some help getting it to a demo release stage as im not too familiar with Metroid games im afraid .
- Thu 27 Dec, 2012 11:08 pm
- Forum: Metroid
- Topic: progress...
- Replies: 280
- Views: 626327
Re: progress...
Massive thread revivial! *performs CPR*
I *might* have acquired the metroid source a while back and have a build running in wabbitemu:
In over 7 years this forum is finally unlocked!
I *might* have acquired the metroid source a while back and have a build running in wabbitemu:
In over 7 years this forum is finally unlocked!
- Thu 20 Dec, 2012 9:37 pm
- Forum: solidFRAME
- Topic: solidFRAME discussion
- Replies: 28
- Views: 191263
Re: solidFRAME discussion
Thanks . Im working on some pretty tricky 3D movement and tracking routines which will hopefully enable me to get more out of this space-sim demo.
- Tue 18 Dec, 2012 12:52 am
- Forum: xLIB
- Topic: Next version of xLIB - features?
- Replies: 215
- Views: 309542
Re: Next version of xLIB - features?
Necro post challenged!
I have quickly taken a look and think i have a workaround for the > 2.53 bug.
You can find an updated version of xLIB here: http://www.tr1p1ea.net/files/downloads/xlib.8xk
Hopefully it works!, let me know if there are any issues.
*crickets*
I have quickly taken a look and think i have a workaround for the > 2.53 bug.
You can find an updated version of xLIB here: http://www.tr1p1ea.net/files/downloads/xlib.8xk
Hopefully it works!, let me know if there are any issues.
*crickets*
- Sun 16 Dec, 2012 7:39 am
- Forum: solidFRAME
- Topic: solidFRAME discussion
- Replies: 28
- Views: 191263
Re: solidFRAME discussion
Merthsoft: That screenie is indeed rendering multiple 'objects' in a 16-bit 3D world. The other screenies are still in the same 16-bit world but with only 1 object. So yeah that cube demo can have up to 255 different objects floating around technically. I was thinking of making a basic cube shooting...
- Mon 10 Dec, 2012 9:31 pm
- Forum: Announce Your Projects
- Topic: TokenIDE - A Computer-Side BASIC IDE
- Replies: 8
- Views: 33040
Re: TokenIDE - A Computer-Side BASIC IDE
I have seen this in the list on ticalc.org, its a very neat utility and makes BASIC program writing a breeze!
- Mon 10 Dec, 2012 9:27 pm
- Forum: solidFRAME
- Topic: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE)
- Replies: 16
- Views: 101437
Re: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE
Well technically it would be possible, but i would have to properly implement lighting as opposed to this hack. That being said, per model lights should be easy too. Also i have added polygon clipping, but only in 2D which means that any polygons that have a vertex behind the near plane (z=0) will b...
- Mon 10 Dec, 2012 9:24 pm
- Forum: News and Information
- Topic: [News] ticalc.org POTY 2012
- Replies: 2
- Views: 39312
[News] ticalc.org POTY 2012
ticalc.org has launched the POTY voting for 2012. First up is the TI-83+/84+ category and the nominees are: Absolute Insanity (News article) Absolute Madness (News article) Alien Breed 5 (News article) An Exercise in Futility (News article) ASMDREAM (News article) Bomberkids (News article) Chess (N...
- Thu 06 Dec, 2012 10:40 pm
- Forum: solidFRAME
- Topic: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE)
- Replies: 16
- Views: 101437
Re: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE
I do need to fully implement it so that it is based on an idependant world position as opposed to the camera (was a quick hax), but it supports all objects in the 'world' without any code changes.
- Mon 03 Dec, 2012 9:05 pm
- Forum: solidFRAME
- Topic: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE)
- Replies: 16
- Views: 101437
Re: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE
Ill tidy up the xwing model and release if you like. In the meantime i have been experimenting with basic lighting effects: http://img.removedfromgame.com/imgs/polytest34.gif Here is a better screenshot of whats going on (i hope): http://img.removedfromgame.com/imgs/polytest35.gif Also here is the x...
- Thu 29 Nov, 2012 10:01 pm
- Forum: solidFRAME
- Topic: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE)
- Replies: 16
- Views: 101437
Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
The BFC is very basic, at present i do it after transforming but before projecting using: ; bfc = (x0-x1)*(y2-y1)-(y0-y1)*(x2-x1) Where the sign is taken to determine which direction the polygon is facing. The error involved means that faces on the boundary between facing and not-facing are sometime...
- Thu 29 Nov, 2012 4:23 am
- Forum: solidFRAME
- Topic: [News][Staff] solidFRAME - a 3D engine for the TI-83+(SE)
- Replies: 16
- Views: 101437
Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
Hi Ben, Thanks for the quick reply! .
I need to correct the back-face culling for a start and add polygon clipping i think. Plus i need reorganise the memory structure a little.
For now i might just have a go at making some 3D models to test with .
I need to correct the back-face culling for a start and add polygon clipping i think. Plus i need reorganise the memory structure a little.
For now i might just have a go at making some 3D models to test with .