Search found 217 matches

by qarnos
Sat 04 Jul, 2009 8:29 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 70054

Re: [Staff][Dev] GL 2D Game Engine

More progress today! This one is a problem I am glad is finally out of the way. The problem with allowing really large circles (radius up to 65535) is that big circles were really slow (ie: several seconds). This problem has now been overcome using a wrapper routine to check the circle against the c...
by qarnos
Sun 28 Jun, 2009 9:16 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 70054

Re: [Staff][Dev] GL 2D Game Engine

I've added a bit of stuff to the engine this weekend. The first is vertex lists, although they are done a bit differently from OpenGL. Here is an example of how they are used: .glBegin(GL_VERTEX_LIST) .glVertex(0, -30) .glReflect(GL_REFLECT_X) .glVertex(-30, 0) .glReflect(GL_REFLECT_Y) .glEnd() .glB...
by qarnos
Wed 24 Jun, 2009 11:16 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 70054

Re: [Staff][Dev] GL 2D Game Engine

Nice going. :) Do you have any plans for a game with this? Or would you consider turning it into a Flash application library (as you did with Aether?) The plan at the moment is to use it in a 2D space flight game revolving around the Apollo project (think Lunar Lander, but you have to fly to the mo...
by qarnos
Sun 21 Jun, 2009 9:55 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 70054

[Staff][Dev] GL 2D Game Engine

This is something I have been piecing together over the past few of weeks. It started off as a 2D vector graphics engine but now is evolving into a more generic game of engine, taking care of keyboard input, etc. The graphics side of things is very Open GL-ish, albeit with one fewer dimension! The m...
by qarnos
Fri 12 Jun, 2009 12:37 pm
Forum: Programming Help
Topic: [TI ASM] Event driven keypad input
Replies: 2
Views: 7967

Re: [TI ASM] Event driven keypad input

Excellent idea, as keypad input is generally a tedious thing to implement. :-) Next time I do any Z80 work I'll remember to try it out! Tedious! That's the word I was looking for! :D EDIT: I have just noticed a serious error in the "I can't believe it's not documentation" file (I told you...
by qarnos
Fri 12 Jun, 2009 10:26 am
Forum: Programming Help
Topic: [TI ASM] Event driven keypad input
Replies: 2
Views: 7967

[TI ASM] Event driven keypad input

Hi, all! I've been working on some code for an event-driven keypad manager, which I have been meaning to attempt for ages. I finally got something working so I thought I'd share it with you. The idea is you register event handlers for certain keypad events (up, down and hold) and in the main loop of...
by qarnos
Mon 08 Jun, 2009 10:42 am
Forum: Off Topic
Topic: Time lapse video of Mt. St. Helens
Replies: 0
Views: 73203

Time lapse video of Mt. St. Helens

Being bored and easily amused, I decided to download stills from the Mt. St. Helens Volcano Cam every 5 minutes for the last 7 days. Mt. St. Helens is an active volcano in the U.S.A. which blew up - literally - in 1980, taking half the mountain with it . The time lapse got kinda ruined by some heavy...
by qarnos
Sun 07 Jun, 2009 7:58 am
Forum: Aether 3D
Topic: Progress Thread - New demo - Cobra Mk III (18-May-08)
Replies: 319
Views: 360930

Re: Progress Thread - New demo - Cobra Mk III (18-May-08)

Ace. Could you use it for billboarded sprites in Aether, maybe? Hmmm... if I was going to use it in Aether, there's no real reason to restrict it to billboard sprites. It could get ugly if you use a texture on a high Z-depth polygon, but on a 96x64 b&w display, who's going to notice? Here's an ...
by qarnos
Sat 06 Jun, 2009 10:29 am
Forum: Aether 3D
Topic: Progress Thread - New demo - Cobra Mk III (18-May-08)
Replies: 319
Views: 360930

Re: Progress Thread - New demo - Cobra Mk III (18-May-08)

I've been doing some work on a 2D OpenGL-style graphics engine, and decided to take a crack at doing some texture mapping (mainly for rotatable sprites). I thought I'd post it in this thread, since it is slightly related to 3D, but probably too slow to use in Aether. http://darrencubitt.googlepages....
by qarnos
Fri 05 Jun, 2009 9:35 am
Forum: General TI Discussion
Topic: Been 2 years since my last visit.
Replies: 12
Views: 24770

Re: Been 2 years since my last visit.

Tnm wrote:I just can't believe triplea is still going on.
I can't believe he still has the same sig. :lol:
by qarnos
Wed 20 May, 2009 9:19 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff] [Ideas] Primitive Multithreading
Replies: 31
Views: 49266

Re: [Staff] [Ideas] Primitive Multithreading

I hope it's not too late to resurrect this thread (and it's too late to stop me if it is :mrgreen:). I just had a thought today about implementing mutual exclusions (mutexes) in Z80 code. Mutexes are usually implemented using an atomic test-and-set instruction, which the Z80 lacks, but we can do an ...
by qarnos
Sat 16 May, 2009 12:45 pm
Forum: Aether 3D
Topic: Progress Thread - New demo - Cobra Mk III (18-May-08)
Replies: 319
Views: 360930

Re: Progress Thread - New demo - Cobra Mk III (18-May-08)

benryves wrote:Wow, nice to see you're getting back into the project.
Well, I'm trying to! It's amazing how much code rots when you leave it for a while. I need to have a good clean out tomorrow and sort out what's good and what's junk :P
by qarnos
Sat 16 May, 2009 10:15 am
Forum: Aether 3D
Topic: Progress Thread - New demo - Cobra Mk III (18-May-08)
Replies: 319
Views: 360930

Re: Progress Thread - New demo - Cobra Mk III (18-May-08)

I've been trying to get back into this project again, and after spending 15 minutes figuring out how to get the thing to assemble ( :oops: ), I decided to take a video of it running on my 84+. If you haven't seen it running on a 15mhz calc before, it is actually quite smooth - averaging around 30fps...
by qarnos
Sat 27 Dec, 2008 9:33 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] Neural Bots - Evolving Artificial Intelligence
Replies: 7
Views: 17629

Re: [Staff][Dev] Neural Bots - Evolving Artificial Intelligence

I decided to try and implement a neural network training algorithm (namely, Back-Propagation Through Time) and use it to train the Bots via a human. Basically, you get to control one of the bots with the mouse, and your mouse movements are translated into the corresponding network outputs. These out...
by qarnos
Fri 05 Dec, 2008 7:57 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] Neural Bots - Evolving Artificial Intelligence
Replies: 7
Views: 17629

Re: [Staff][Dev] Neural Bots - Evolving Artificial Intelligence

@kalan - I haven't been in class for 10 years, so that is a "no". It's just a little project I'm working on in my spare time. They look.. alive How long did you run the sim before they were like this? I think this run was only an hour or so. I haven't done any super-long runs since the fra...