Omnimaga
Omnimaga => News => Topic started by: squidgetx on February 10, 2011, 07:34:59 pm
-
Builderboy's amazing physics lessons (http://ourl.ca/4279/169816) on cellular automata, along with the power of Axe have inspired some of the first powdertoy projects for the z80 line of calculators. Featuring realistic flowing of particles, these programs are fairly sophisticated, and. better yet, fun to play with! :D
Shmibs has recently released his dust toy (http://www.ticalc.org/archives/files/fileinfo/435/43533.html) featuring solids, water, dust, fire, and ? particles. The program even features grayscale on 15mhz models. :o
(http://www.ticalc.org/archives/files/ss/816/81610.gif)
Meanwhile, Qwerty.55, who actually started his powder game before Builderboy's tutorial, is hard at work (;))on his powder game (http://ourl.ca/8142). His features greyscale as well (not shown in the screenshot) and a very nice cursor routine. He is hard at work on implementing some of the more advanced physics and eventually plans to have particles interact with each other (explosions? :D).
(http://img.removedfromgame.com/imgs/1-Powder.gif)
-
Define "Hard at work" :P
Thanks though.
-
sounds awesome, great news article :)
-
Wow, can't wait to see how advanced this gets ;D
w00t powdertoy
-
Wow! that's amazing!
-
Where is shimbs? I must tell him that that is amazing! It looks great. :D
Qwerty's is going to be so cool when it's done. Features FTW! ;D
-
Oh yeah, I probably forgot to mention this: Powder will be getting a Prizm port eventually. Full color and everything.
-
@qwerty: awesome :D
I was wondering, with shmibs' thing, is there a way to clear the screen? Or do you have to quit?
-
Ooh, I love Powder Toy... I need to check out the calc versions!
-
Speaking of ports, I bet it would be awesome on the nspire too.
Even the 84+ versions are amazing!
-
Darl, there isn't an included way to clear the screen, as this was sort of just a demo, but it would be easy enough to add one to the included source if you want it
just stick in a
:Rect(0,,79,63)r
:RectI(0,,79,63)r
somewhere
-
Ok, thanks
So, there isn't real data it's stored in, just whether it's on the screen or not? Efficient...
It's all in the back-buffer then?
-
I love storing data in the buffer ^^ By the time you have displayed things onto the scree, you don't even need a second step to write into the data buffer because you already have! :D
I can't believe my physics lessons spawned these excellent games! (well one of them :P) But its looking really amazing! I don't even think I have ever seen this type of thing done for the calculator at all ever! Worthy of a feature when released methinks :]
-
Both games look awesome, Builderboy really spreaded the physics fanaticism around here :P
-
Physics is what I do 8)
-
Powder games are absolute win.
I liked the news article title, btw.
-
:crazy: :crazy: :crazy:
That is outstanding!
8)
-
This stuff is absolutely amazing
-
These look really nice guys. Nice job so far!
-
@shmibs did you ever consider changing the ? substance to oil. I tried patching the program, but got an undefined symbol error. It could just be that my version of axe is outdated. Anyways I set oil to have the same properties as water, except that if there is fire underneath it, the oil converts to fire. I can show you the source for that section later once I test it.
-
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.
-
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.
I don't know about Powder Game, but it looks like Dust Toy might be able to handle velocity. Every particle has 1 byte in L1, but only uses 3 bits I believe. The rest of the bits could be used for direction and velocity. Also I think the method Dust Toy uses to render particles could be optimized. Currently it seems to render every particle, every frame which causes slowdowns with large numbers of particles even when they are not moving. If a particle was rendered every time a pixel next to it was changed, then a speed increase might be possible.
-
I wonder... could the explosion effect from Leafiness's Graviter game be implemented in one of these two games? That would really rule, although I bet it would be a bit slow with other type of particles around.
Not for Powder on the TI-84+ SE's. The processor simply can't handle anything else. Believe me, I've tried to get it working. The Prizm, however, is likely to be a different story.
-
Ah ok, thanks for the info. :D