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Author Topic: Nspire Raycaster -  (Read 27113 times) Bookmark and Share
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tr1p1ea
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« Reply #30 on: 25 March, 2010, 05:20:37 »
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Well you could pack multiple columns into 1 write?
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bwang
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« Reply #31 on: 25 March, 2010, 05:38:12 »
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Would the array work if I made it 8 times smaller? Do you guys think its crashing because of lack of memory?
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« Reply #32 on: 25 March, 2010, 14:05:21 »
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Would the array work if I made it 8 times smaller? Do you guys think its crashing because of lack of memory?
I am not sure exactly what method you are using. But trying to copy an extra-large array to the LCD ram would probably overflow to other sensitive memory.
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« Reply #33 on: 25 March, 2010, 15:35:01 »
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My guess is that each memory sector is 65536 bytes, right?

(such array would most likely be 76800 bytes large, unless I am wrong, right?)
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« Reply #34 on: 25 March, 2010, 19:23:29 »
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My guess is that each memory sector is 65536 bytes, right?

(such array would most likely be 76800 bytes large, unless I am wrong, right?)
I have no idea how the flash memory on the Nspire works, actually. Though, we are talking about RAM here, which isn't really in "sectors". And the array would actually be 38400 bytes, since there are 2 pixels per byte.
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« Reply #35 on: 25 March, 2010, 21:13:05 »
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I'm not even trying to copy the array right now. Just trying to put values in the array crashes the calculator.
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« Reply #36 on: 26 March, 2010, 08:40:48 »
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Yay! I implemented double buffering, and its much less flickery now. For some strange reason , though, it flickers and becomes choppy when you get near a wall.

Screenshot:


It runs a lot smoother on-calc than the screenshot makes it seem (why won't CalcCapture give me a higher framerate?)
I've attached a demo.

* ncaster.zip (5.36 KB - downloaded 33 times.)
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« Reply #37 on: 26 March, 2010, 08:43:48 »
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WOW! So much greatness!!!

Darn keep up the good work on this! Btw did you try with higher resolution textures too? I wonder if it slows it down a lot?
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« Reply #38 on: 26 March, 2010, 09:02:09 »
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I think texture resolution shouldn't affect speed, since the loop that does the texture mapping depends only on the height of the column I'm drawing.
Speaking of texture mapping and speed, I think I figured out the cause of the slowdown when you get near a wall: the columns become longer, so the engine needs to do more texture calculations. I guess my texture mapper really needs optimization Sad
« Last Edit: 26 March, 2010, 09:02:25 by bwang » Logged
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« Reply #39 on: 26 March, 2010, 09:40:43 »
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Ouch I wish you luck x.x. Glad texture res shouldn't affect speed, though
* DJ Omnimaga suggests Bwang the following TI-Nspire project:



just kidding Tongue
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« Reply #40 on: 26 March, 2010, 09:41:29 »
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* mapar007 bows to the awesomeness of bwang's TI-Nspire hacker skills

This could be passed of as a flash game or something...
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« Reply #41 on: 26 March, 2010, 13:45:09 »
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Bwang, that's really awesome!  Keep up the great work! Grin
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« Reply #42 on: 26 March, 2010, 18:35:51 »
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That looks really good.  TI calculator programming has entered a new era Cool
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« Reply #43 on: 26 March, 2010, 18:42:57 »
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Awesome screenie. Textures are next, I guess.

A fog effect would be really nice to see too. Tongue
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« Reply #44 on: 26 March, 2010, 19:14:27 »
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I already have texture mapping--those checkered squares are an 8x8 texture map.
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