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Messages - ZippyDee

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61
The Axe Parser Project / Re: Axiom Requests
« on: February 29, 2012, 08:41:18 pm »
I'm not sure if you realize that you just posted a link to the "normal post" icon for threads.....

62
Axe / Re: Axe Physics (Thanks ephan!)
« on: February 29, 2012, 05:13:17 pm »
If you're referring to Quigibo's code,
    X<<0?0->X
is the same thing as
    if X<<0
    0->x

63
The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 05:00:38 pm »
Looks very cool - but I'm not sure I got my question about curves (not ellipses) answered.
What kind of curves are you talking about? Bezier curves? Michael_Lee wrote an axe program to do Bezier Curves a while ago. I think it's in the Axe routines thread.

Also, another screenshot of circles:

64
The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:43:10 pm »
Question, how does the line routine speed compares to the built-in Axe one?
Well, that's a good question...It hasn't been written yet, so I can't answer it :P

There has been talk that if a clipped line routine is developed, Axe would use that one and this axiom might instead implement a non-clipped line routine for people who want the extra speed and don't need clipping.

65
The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:41:13 pm »
Ellipses are EASY. No, no offense. You can draw an ellipse (unfortunately only horizontal and vertical) using multipliers on the sine andor cosine.
You think we calculate the sin/cos of every point on this circle? These routines use integer arithmetic. Calculating the sin/cos of every point would be really slow and unnecessary. Sure, it's POSSIBLE, but there are better ways to do it. Implementing those better ways is what is difficult.

66
The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:35:04 pm »
Some form of curves, I'm not sure syntactically how the function would be called, would be nice. Also, being able to do everything on multiple buffers would be really nice.
All commands will have variable buffer arguments.

67
The Axe Parser Project / Re: [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:33:14 pm »
Great idea :D
May Jacobly post here so he can be +1'd too ?

Any other suggestions for what this axiom could have?
Ellipses and filled ellipses (I don't really know how it is called in English but I guess it is called like that).

Ellipses are not nearly as easy as circles, but that *might* find its way into the Axiom at some point...We certainly need to get this filled-circle routine done first.

68
The Axe Parser Project / [Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:02:50 pm »
This has been in the works for a few weeks now, so I thought I'd make a thread about it.

I began writing this Axiom with a fixed-memory flood fill routine, but I failed miserably. I finally convinced jacobly to give it a try. Together we completely optimized the algorithm and he was able to write an awesomely optimized version. Then I started working on a filled circle algorithm, which jacobly volunteered to convert to Axiom format for me, but a few *cough* bugs were found. He has since been working with me to fix those bugs. All-in-all, this is basically an Axiom by both jacobly and myself.

This Axiom will be a collection of more advanced graphics routines which we hope will be greatly useful for graphics programs, and potentially games as well. Some of the routines will definitely NOT be useful for games, due to speed issues.

Currently written:
  • Fixed-Memory Flood Fill (needs optimization)
"Fixed-memory" means there is no risk for stack overflow AT ALL. However, the routine is subsequently very slow, so it will not be suitable for games or anything that needs fast dynamic area filling. It would be fine for a "paint bucket" tool in most on-calc graphics programs though. This will *hopefully* support grayscale filling as well.
  • Filled Circles (aaalmost done)
Fully clipped filled circle routine with variable buffer and variable fill type (on/off/invert) using numerical arguments.

Kinda sorta planned:
  • Vertical/Horizontal Line Segments (on/off/invert)
  • Clipped Lines (on/off/invert)
  • Rectangles (on/off/invert)
  • Rectangle outlines (on/off/invert)
  • Ellipses?

Any other suggestions for what this axiom could have?

69
Other / Re: Light magnifier
« on: February 27, 2012, 02:32:49 pm »
Hehehehe. I have one of these. :P

70
The Axe Parser Project / Re: Features Wishlist
« on: February 25, 2012, 08:12:05 pm »
Well I can tell you that clipped lines is on Quigibo's to-do list (I have it right here :P). So I figure if you/jacobly creates a pretty nice line clipping method, Quigibo would probably be happy to include it in Axe. And the people who have been bugging him for native clipped lines (myself included) would be happy as well. :)

EDIT: One thing you could make in an Axiom is an alternate routine, possibly without clipping, that's optimized to be faster.

Hmm...Good idea. Have an optimized line routine that will never clip, and have the clipped one in Axe. Sounds like a good idea to me.

71
The Axe Parser Project / Re: Features Wishlist
« on: February 25, 2012, 07:39:05 pm »
Frankly, if you get decent line clipping, I think Quigibo would want to include it in Axe itself. The only reason Axe doesn't have proper line clipping currently is because he hasn't gotten around to making a decently small/fast solution himself.
Jacobly is the one currently working on a clipped line routine. My thought was simply that it would be a good idea to include a line routine that doesn't clip, just for size. If someone doesn't need to clip, then the clipping code would just be too extra useless bytes and cycles.

72
The Axe Parser Project / Re: Features Wishlist
« on: February 25, 2012, 07:29:48 pm »
Line clipping support!
This is going to be coming in an Axiom that is under development.

73
News / Re: 2 years of Axe Parser
« on: February 25, 2012, 06:55:53 pm »
2012 - 2010 = 2
2 * 12 = 24
18 < 24

Axe has been out for 18 months...

74
TI Z80 / Re: Axe Wiki
« on: February 25, 2012, 05:56:25 pm »
This seems to be quite out of date and lacking a lot of great possible articles, though :\

75
How about raze for the nspire? It's an awesome game. Here's a video:

if you want to play the game yourself, find it at:
https://6501228532666364510-a-1802744773732722657-s-sites.googlegroups.com/site/nelsonaddisoncom/stuff/raze.swf?attachauth=ANoY7cr9llzRABks9bxvUkW7WNaJaqCA0UuhLUHooNyZvMsJgbbEks7D3IEebGpDD1hxfKRjo6XgE6vAlD8ZwYO2wdhpOvwfBWYElTPAFgb6KLeSHDQq_fqEifa0gdpj2OosRz_MGrDZCbht0LwCry4PXR6fKQFzzkrX6Nc93WDHRT5OCFqMdEagwRNbHc4WDvjb38OyV2q7VOmUdk_kl7Hiz8pqlkgp-A%3D%3D&attredirects=0

This game would be incredibly difficult to port. Not only graphically, but free motion platformer AI is really hard to write. Trajectory planning for jumping paired with timing for shooting...I'm afraid this one's not gonna make it.

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