Author Topic: We MUST port that to Ndless  (Read 8477 times)

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Offline Matrefeytontias

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We MUST port that to Ndless
« on: June 25, 2013, 10:04:35 am »
http://luis.net/projects/processing/wormhole/

It would be oh so awesome *.*

Although it's written for Processing, it's still Java → close to C++, so it should be feasible.

Offline Lionel Debroux

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Re: We MUST port that to Ndless
« Reply #1 on: June 25, 2013, 12:20:50 pm »
Hmm... do you have a video of that effect ?
None of my computers' browsers has an active Java plugin (and most browsers don't have it installed at all in the first place). Given the loooong string of critical vulnerabilities in Java / the Java browser plugin, nobody should have it enabled by default, in fact :)

EDIT: I see what you mean, 4'40" into
. That's a capture of Future Crew's Unreal demo, which features the effect, according to the page you linked. I know the music of Unreal well enough, but I had never watched the gfx part :)
« Last Edit: June 25, 2013, 12:37:40 pm by Lionel Debroux »
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Offline Streetwalrus

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Re: We MUST port that to Ndless
« Reply #2 on: June 25, 2013, 12:23:15 pm »
Same here and I don't know how to grab the page resources in Chrome. :/

Offline Matrefeytontias

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Re: We MUST port that to Ndless
« Reply #3 on: June 25, 2013, 01:33:56 pm »
Lionel Debroux and Streetwalker you can also watch the video of the effect on Youtube :


Moreover, there's a link to the source in the description.

Anyone willing to team up to port it to Nspire ? :P (not a joke)
« Last Edit: June 25, 2013, 01:34:26 pm by Matrefeytontias »

Offline linuxgeek96

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Re: We MUST port that to Ndless
« Reply #4 on: June 25, 2013, 03:12:07 pm »
I'm game when I get my Nspire back from school (left there, still waiting for summer school to begin to get it back)

Offline Lionel Debroux

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Re: We MUST port that to Ndless
« Reply #5 on: June 25, 2013, 03:36:32 pm »
The code doesn't build in the latest version of Processing, it needs porting...

Before conversion to C++, it could use some optimization, even if all of those apply to the setup phase:
* getting rid of the spokeCalc array: it could just be a temporary variable inside the loop which defines it;
* although the compiler should be smart enough to notice, 2*PI*i/SPOKES needn't be recomputed each time, the temp float should be incremented by the 2*PI/SPOKES constant instead;
* ditto for the computation of divCalcX and divCalcY.
Moving the computation of sin & cos to compile time would speed up the setup phase, at the expense of binary size.
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Offline Matrefeytontias

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Re: We MUST port that to Ndless
« Reply #6 on: June 25, 2013, 04:33:40 pm »
I found a C++ version that uses SDL in addition of some other libraries, that should make the port easier : https://sourceforge.net/projects/insolitdust/files/windows/wormhole-0.1-Win.zip (source + binaries)

Offline TIfanx1999

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Re: We MUST port that to Ndless
« Reply #7 on: June 25, 2013, 05:04:37 pm »
I guess it's pretty cool, but is it just a graphics demo?

Offline Matrefeytontias

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Re: We MUST port that to Ndless
« Reply #8 on: June 25, 2013, 05:30:36 pm »
Indeed it is. It only uses a 16*16 texture.

Offline willrandship

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Re: We MUST port that to Ndless
« Reply #9 on: June 25, 2013, 05:33:37 pm »
and code, lots of code.

Offline Jim Bauwens

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Re: We MUST port that to Ndless
« Reply #10 on: June 25, 2013, 05:37:43 pm »
I've ported most of the code the Lua and it seems to be working almost properly in the student software. (It probably will be very very slow on calc ;P). However, the code (of the original) it very unoptimized and the person porting it to the Nspire C should really rewrite some of it :) I'm already changing a lot in my Lua port ^^

Btw, it uses 15x15 textures.

Offline Matrefeytontias

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Re: We MUST port that to Ndless
« Reply #11 on: June 25, 2013, 05:46:28 pm »
Yeah, from what I've seen (and understood) it's mostly intended to be a tutorial than a fast code.

I'll try to port the C++ version, only to see if I can get how they achieve that.

Offline DJ Omnimaga

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Re: We MUST port that to Ndless
« Reply #12 on: June 25, 2013, 05:46:39 pm »
Looks nice, but it would be cool if those animations were kept as small as possible, so that maybe they can be re-used inside games, such as for a Final Fantasy magic spell animation.
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Offline Jim Bauwens

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Re: We MUST port that to Ndless
« Reply #13 on: June 25, 2013, 06:11:56 pm »
Look here how cute :P



Now I just need to see if I can speed it up so it works decent on calc (since it's Lua) ^^
« Last Edit: June 25, 2013, 06:12:17 pm by Jim Bauwens »

Offline willrandship

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Re: We MUST port that to Ndless
« Reply #14 on: June 25, 2013, 06:21:13 pm »
still not ported to ndless
* willrandship runs.