Search found 217 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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....
- 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.
I can't believe he still has the same sig.Tnm wrote:I just can't believe triplea is still going on.
- 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 ...
- 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)
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 junkbenryves wrote:Wow, nice to see you're getting back into the project.
- 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...
- 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...
- 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...