Author Topic: Axiom Requests  (Read 98357 times)

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Offline Quigibo

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Re: Axiom Requests
« Reply #60 on: April 14, 2011, 05:34:08 am »
Well, he's using only one byte at a time anyway, so its perfectly fine and more optimized to just do the 8 bit operation.  You could "or" the screen 2 bytes at a time too, but I'm not sure which way would be faster.
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Offline Builderboy

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Re: Axiom Requests
« Reply #61 on: April 14, 2011, 09:42:30 am »
umm, shouldn't it be a +, since or is only 8-bit?

From manual,
EXP1·EXP2
EXP1+EXP2
EXP1☐EXP2    Returns respectively the full 16 bit "and", "or", and "xor" of the two expressions. These are the plot style tokens.


Well since he is going byte by bytes (For(I,0,767)) the 16bit isn't needed :)

Offline willrandship

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Re: Axiom Requests
« Reply #62 on: April 14, 2011, 10:10:28 am »
oh good. I can use it then!

Offline Freyaday

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Re: Axiom Requests
« Reply #63 on: April 14, 2011, 10:18:49 am »
Those are commands? I didn't know that.
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Re: Axiom Requests
« Reply #64 on: April 14, 2011, 04:59:49 pm »
Oh, and just to clarify, if you want a fourth buffer, all you have to do is add a Zeros(768)->Name and then reference that name instead of L6/L3/L1 to use that buffer. :)

I second (third) the stereo sound Axiom request. :D

Offline willrandship

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Re: Axiom Requests
« Reply #65 on: April 14, 2011, 05:51:24 pm »
Also, I figured out a better way to do it anyways :P now I only need the original two, and I get free greyscale :P

Offline Michael_Lee

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Re: Axiom Requests
« Reply #66 on: April 14, 2011, 06:13:30 pm »
If it hasn't been already mentioned, an axiom focused around better graphics support.

Specifically, flood-fill, drawing polygons (not necessarily concave or complex, just convex would probably be adequate), and maybe support for quickly drawing curves (by implementing something like bezier curves, for example).

Although really, just having polygons would be epic.
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Offline Compynerd255

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Re: Axiom Requests
« Reply #67 on: April 14, 2011, 09:53:56 pm »
Although really, just having polygons would be epic.
What about 3D, hidden surface polygons? That can and has been done.
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Offline willrandship

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Re: Axiom Requests
« Reply #68 on: April 14, 2011, 09:59:06 pm »
Ah, you mean not wireframe, but no shading? Even dithering on a side for color isn't too hard. Been done in BBC Basic at least :P
« Last Edit: April 14, 2011, 09:59:24 pm by willrandship »

Offline Freyaday

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Re: Axiom Requests
« Reply #69 on: April 14, 2011, 10:57:52 pm »
Imaginary numbers, and a way to switch between a+bi and re^i(theta). The math for them is the same as vectors, 'cept for the dot product, so if that could be added in, that'd be great. Having vectors would make physics sooooo much easier.
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Offline Builderboy

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Re: Axiom Requests
« Reply #70 on: April 16, 2011, 01:06:32 am »
You can have vectors in Axe simply by storing each component in a separate variable, and doing the dot product by just doing the math yourself X1*Y1+X2*Y2 :) I use vectors all the time in pretty much every single one of my games, I don't think you need Imaginary numbers in order to use them

Offline Freyaday

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Re: Axiom Requests
« Reply #71 on: April 16, 2011, 01:43:57 am »
It makes the math easier, specifically the cross product. The dot product comes from the matrix representation, so, yeah. That, and it makes switching between <a,b> and |v| (theta) representation a million×easier.
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Offline Builderboy

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Re: Axiom Requests
« Reply #72 on: April 16, 2011, 02:57:25 am »
In that case, wouldn't a dedicated vector axiom be better than an imaginary number axiom? 

Offline Freyaday

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Re: Axiom Requests
« Reply #73 on: April 16, 2011, 09:37:35 am »
I figured imaginary numbers would be easier, seeing as how they're already built in to the calc.
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Offline Builderboy

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Re: Axiom Requests
« Reply #74 on: April 16, 2011, 10:02:36 am »
Well they are built in using Floating Point math, did you mean an axiom that gives you floating point accuracy vectors?