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Messages - AngelFish
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466
« on: August 31, 2011, 03:12:27 pm »
Qwerty is actually already working on a lua implementation on the Prizm as part of the Khavi byte code interpreter which is currently being built with support for java, brainf***, and lua. Because the Khavi engine handles memory management, multi threading, and code parsing, there is no need to develop other byte code based languages from scratch.
Code parsing isn't particularly enforced. Khavi can handle C/ASM programs alongside the interpreter just fine if they play nicely with RAM. Anyway, this project isn't dead. I've just been doing a lot of research to figure out all the algorithms.
467
« on: August 29, 2011, 08:56:32 pm »
So I'm working on a level editor for a platformer that I am currently working on, and I can't use the built in line command because if i did use it, the way I programmed it would cause it to overlap places it shouldn't overlap. Help please? I'm using 0.5.3 by the way, haven't been able to update in a while.
Hm, shouldn't that be just a change in from an OR to a XOR in the Axe line routine? I'm not sure if Axe's line routine is included in the documentation, but if it is, then that'd almost certainly be the best way to go.
468
« on: August 29, 2011, 05:58:57 pm »
That's an awesome site. Hope it turns out better than the old one.
469
« on: August 29, 2011, 03:34:51 pm »
I installed OS v. 2.55 with boot code 1.03.
Did I win anything?
470
« on: August 29, 2011, 03:18:49 pm »
http://en.wikipedia.org/wiki/Video_game_graphics#3D I know that wikipedia is unreliable, but it is a good place to get started.
Wikipedia is unreliable *for certain topics*. As far as technical materials go, it's generally an excellent resource.
471
« on: August 29, 2011, 02:06:29 pm »
What type of 3d graphics are you talking about? 3D wireframes? Wolfenstein? The jets in your signature? Also, do arbitrary viewpoints have to be supported? What about rotating frames? How high quality does the rendering need to be? Basically, there's a huge field of stuff out there. It'd help others tremendously if you were a bit more specific about your eventual goals
472
« on: August 27, 2011, 09:33:11 pm »
My favorite activities follow this order: Exploring math Reading Programming Eating ice cream 
0x5 at the Ice Cream
473
« on: August 27, 2011, 04:49:26 pm »
Forgot to mention the other good books in the series, which admittedly aren't as "Great"
474
« on: August 27, 2011, 04:44:48 pm »
Small list: - Dune [
- Dune
- Dune Messiah
- Children of Dune
- God Emperor of Dune
- Heretics of Dune
- Chapterhouse: Dune
- ...The rest as continued by his son, Brian
- Battlefield Earth
- Narnia (all books)
- Lord of the Rings (all books)
- The Hobbit
- The Book of Lost Tales
- The Blade Itself
- The House of the Scorpion
- Thus Spake Zarathustra
- The Critique of Practical Reason
- The Dark Tower (all books)
- Sea of Troll (all books)
- Ender's Game
- Lord of the Flies
475
« on: August 27, 2011, 04:42:46 pm »
On windows, you need to unblock the help file. Right click>properties>unblock>save.
476
« on: August 27, 2011, 04:18:19 pm »
Feature request: A method of using #Realloc() that is local to the file being parsed.
Basically, if someone were to use #Realloc() in a source file currently, the #Realloc() would change the memory mapping for all other files to be parsed. It would be very convenient for utilities programmers to have a method of specifying a location for the variables buffer that didn't impact any other files. i.e. As soon as a file is done being parsed, the variable buffer is returned to the location of the previous buffer.
For example:
:.TEST :#Realloc(<Pointer>) :prgmUTIL :<more code> :Return
Inside prgmUTIL :.UTILS :#Realloc(<Different pointer>)ʳ :<more code> :Return
The #Realloc()ʳ in prgmUTIL shouldn't change the location of the buffer in prgmTEST
477
« on: August 27, 2011, 12:49:51 pm »
Hm, I might attempt to throw together a colorful WFRNG or something? 
Idk, as of yet I'm just figuring out how to make For loops ("Next"? ok..)
* Qwerty.55 already wrote WFRNG in color, so it better be easy game instead... 
478
« on: August 26, 2011, 08:38:04 pm »
It's also a pretty large undertaking. Hope you find someone who can do it
479
« on: August 26, 2011, 06:34:19 pm »
Sure. The instruction set is basically the same.
480
« on: August 26, 2011, 06:32:12 pm »
I have a couple tutorials laying around, so if you see any of mine, feel free to copy them. If I write any of the ones I'm planning, I'll be sure to notify you as well.
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