Omnimaga
Calculator Community => TI Calculators => TI-BASIC => Topic started by: spud2451 on May 01, 2012, 12:58:37 pm
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Hi again. I was just wondering if anyone knew any ways to make a BASIC game look 3d but also be fast? I also don't want to have to get into trigonometry because that's hard and above my math skills. anyone know how?
(:c)
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Well, I don't know any way to do 3D without trigonometry.
It's not simple but very useful, you should read some articles on Wikipedia about it...
And 3D with TI-Basic, even with good optimizations, would be too slow to create game, in my humble opinion.
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Maybe use some isometric projection (that's what I've been working on (http://ourl.ca/15960) and doesn't need trigonometry) but also this won't run fast in TI-basic. If you want to make something faster or better looking you may have to learn axe or grammer.
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I've heard of grammer but never bothered to learn it. Do you know of any good tutorials for grammer. I have the original asm grammer program.
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Hmm, the latest update is an app. It was released a few days ago and has a tutorial and documentation included:
http://ourl.ca/15327/298891
The app version is faster and has a lot more functions, too :)
EDIT: By faster, I mean usually around 2 to 3 times faster, and that is even at 6MHz.
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can someone give a different link because the filters at my school are blocking the link. Also I can't put it on my calculator because I'm at school and I don't have a computer at where I'm living currently. So if someone can get me an older tutorial or just tell me what commands I can and cant use that would be great.
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Hmm, this has the command list here:
http://www.ticalc.org/archives/files/fileinfo/441/44104.html
It is called "Commands and Tutorial.pdf".
However, that link only goes to another post on Omnimaga, so I don't know why it would be blocked o_O Maybe try copying it and pasting it as the address instead of clicking it? otherwise, try to navigate to it:
-Go to the Grammer subforum (you can get to it from the homepage)
-Go to "Latest Grammer Updates."
-Go to the last post
-:D
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I made an example of a rotating cube:
ZStandard
"8cos(X→Y₁
"4+3sin(X→Y₂
FnOff
.5π→θ
Ans→N
Repeat getKey
ClrDraw
θ+N→E
Ans+N→F
Ans+N→G
Y₁(θ→A:Y₂(θ→B:Y₁(E→C:Y₂(E→D
Y₁(F→H:Y₂(F→I:Y₁(G→J:Y₂(G→K
Line(A,B,A,-B
Line(C,D,C,-D
Line(H,I,H,-I
Line(J,K,J,-K
Line(A,B,C,D
Line(A,-B,C,-D
Line(C,D,H,I
Line(C,-D,H,-I
Line(H,I,J,K
Line(H,-I,J,-K
Line(J,K,A,B
Line(J,-K,A,-B
θ+.05π→θ
End
As you know, even this simple example requires trigonometry.