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Messages - Will_W

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1
Miscellaneous / Re: Post your desktop
« on: June 15, 2010, 11:55:43 am »
The controls aren't obvious, but once you learn them, they are great.

2
TI Z80 / Re: Rally-X!
« on: April 18, 2010, 10:31:42 pm »
You should try smooth scrolling.

3
Art / Re: Hay Bale Pixel Art
« on: April 15, 2010, 11:02:41 pm »
http://www.cosmigo.com/promotion/index.php
This looks like it has iso grid stuff, don't know if it's free or not

4
Art / Re: What size sprites?
« on: April 15, 2010, 11:37:52 am »
you could go the desolate route and do 8x8 map with 9x16 characters

5
The Axe Parser Project / Re: Axe Parser
« on: April 13, 2010, 08:55:37 pm »
I'd say no to manditory headers.  Maybe use the header system shells use to identify which BASIC progs to run.
the ::"String

6
The Axe Parser Project / Re: Axe Parser
« on: April 13, 2010, 08:50:02 pm »
an Ion app exists.

8
The Axe Parser Project / Re: Features Wishlist
« on: April 13, 2010, 08:18:33 pm »
like what?  that's basically what DAA is.  Maybe if I ever feel like learning Axe I could port my 3D engine.

9
The Axe Parser Project / Re: Features Wishlist
« on: April 13, 2010, 08:13:51 pm »
raycasting isn't used for polygons
ray casting is where you have a grid, and every cell on the grid either has a wall, or lacks a wall (it can be extended to give different heights to the walls).  Now, take a line with 96 evenly spaced segments (1 for each pixel the lcd is wide), and a point behind the line (the eye).  Draw a line from the eye, through the center of each of the 96 segments, and see where the closest intersection of that line and a cell that contains a wall is.  Now, from that distance, you calculate how tall the wall should look, and draw that in the vertical center of the screen.  Checking the ray for collisions is complicated, since you can't just test every time the line travels one unit (you could miss walls that way if the unit mark happens to not be in that cell), so you have to use DDA (digital differential analysis), where you check for a hit every time the x or y position of the line is a whole number.

10
The Axe Parser Project / Re: Axe Parser
« on: April 13, 2010, 08:01:12 pm »
The only reason to use Mirage over Ion is for the icon and for the extra saferam available only to the 83+.  Ion can use that to on the 83+, but if you use it, you've already broken compatibility, so what's the point?  For running progs, I use MirageOS and CrunchyOS.  When an archived program crashes Crunchy, that program doesn't become corrupted; problem with it is that it's not fully compatible with MOS progs.

11
The Axe Parser Project / Re: Axe Parser
« on: April 13, 2010, 07:52:14 pm »
Ion is still the most common platform because all of the other modern shells will run it.
And for the APIs of the shells, look on ticalc.  Each shell comes with an inc file that should list the calls and their inputs and outputs.

12
Art / Re: Hay Bale Pixel Art
« on: April 13, 2010, 12:24:40 am »
As for still seeing the grid, make it semi-transparent in a new layer.
As for editing, make a brush out of one of the tiles.

13
TI-Nspire / Re: CAS OS on Standard TI-nspire [development idea]
« on: April 12, 2010, 09:22:56 pm »
Whether you can use it on a test has to do with the key layout, not the capabilities.

14
Art / Re: Hay Bale Pixel Art
« on: April 12, 2010, 08:12:53 pm »
use this isogrid I made

15
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:40:27 pm »
To check a bit, you can mask it with And.

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