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Messages - c4ooo

Pages: [1] 2 3 ... 60
Other / Re: Tell your crappy jokes here!
« on: April 25, 2017, 08:07:05 pm »
Yea... cumsum() is an actual command on the TI84 that calculates cumulative sum :P

Other / Re: Tell your crappy jokes here!
« on: April 24, 2017, 09:03:42 pm »
Calculating the cumulative sum of a big list is cumbersum.

Web / Re: Remembering back when web design standards did not suck
« on: April 24, 2017, 08:42:21 pm »
Heck, you can even make an entire functional OS only out of Javascript in your browser.
Javascript based linux kernel anyone?

Randomness / Re: How untidy is your desk??
« on: April 23, 2017, 01:14:20 am »
Daisy-chaining power cables = potential fire hazard, be careful :P
Looped power cables = infinite power.*

*Laws of thermodynamics:
The first law, also known as Law of Conservation of Energy, states that energy cannot be created or destroyed in an isolated system.
The second law of thermodynamics states that the entropy of any isolated system always increases.
The third law of thermodynamics states that the entropy of a system approaches a constant value as the temperature approaches absolute zero.

113: 01011001 01101111 01110101 00100000 01100001 01110010 01100101 00100000 01100001 01100010 01101100 01100101 00100000 01110100 01101111 00100000 01100011 01101111 01101110 01110110 01100101 01110010 01110100 00100000 01110100 01100101 01111000 01110100 00100000 00101101 00111110 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00100000 01100010 01111001 00100000 01101000 01100001 01101110 01100100 00101110 00100000 01000001 01101110 01100100 00100000 01110001 01110101 01101001 01100011 01101011 01101100 01111001 00101100 00100000 01110100 01101111 01101111 00100001
117: you can read the above without a converter :ninja:

Walrii Games (TI/HP/PC/2600) / Re: Walrus Kingdom (former PocketWalrus) pcwindowsjavawalrus
« on: April 18, 2017, 01:27:45 am »
You can get rid of Math.round() and just cast to int ;)
Anyways, are you using openGL or Graphics2D?
I *might* be able to advise on how to optimize.

Also, if (data!=dataOld | ForceUpdate == true) could be:  if (data!=dataOld || ForceUpdate).

gLib 3D polygon library (TI-83+/84+/CE/83PCE) / Re: gLib a fast 3D asm/axiom library glib3dz80ez80
« on: April 18, 2017, 12:50:04 am »
You would make a game with this - doom maybe? :)

PC, Mac & Vintage Computers / Re: OpenGL Terrain Discussion
« on: April 17, 2017, 06:34:03 pm »
Your terrain looks quite low-poly, so unless you have a huge render distance, it may still have a good performance even without LOD. On modern graphics cards, performance depends much more on the amount of pixels than on the amount of triangles (especially if you calculate lighting and such per-pixel). You could still give it a try if you're doing it mainly for the programming experience though.
I want lower LOD on far away objects ;) For models like building, i think it would be best to do lower LOD by hand though.

PC, Mac & Vintage Computers / Re: OpenGL Terrain Discussion
« on: April 17, 2017, 04:47:04 am »
I will start with UV mapping and later move to tripolar mapping :)

Anyways, i tried to implement LOD reduction, and got this monstrosity:

Ignore the textures, they will be messed anyways becouse my algorithm doesn't copy texels, but the it doesn't copy vertices correctly xD

Calc Projects, Programming & Tutorials / Re: Driller kNight
« on: April 17, 2017, 03:07:22 am »
Nice to see another axe game - havent seen one in ages :D
Are you using runer112's greylib? Also when you scroll, you see those jagged lines in the greyscale when scrolling? I would recommend temporarily disabling greyscale when scrolling, this would fix those artifacts, and would also make scrolling faster. (I do this in <shameless plug>lazer 2</shameless plug>

PC, Mac & Vintage Computers / Re: OpenGL Terrain Discussion
« on: April 16, 2017, 03:38:40 am »
@ben_g when you create the UV map in blender, it puts vertices that touch in 3D together in the 2D uv alpha map space, and stretches them as needed. So, instead of doing tri-polar mapping, why not instead take the UV on the alpha map, multiply by some constant,  modulate by number proportional to texture size, and then divide by the number you modulated by to get a texel for your texture?

What i mean is, imagine if this is my UV projection:

I then "lay" the texture over it (with modulus).

That way, since UV cords of touching faces are aligned, edges would look nice, and smartproject would take care of distortion.

Edit: realized this won't work :-/

Walrii Games (TI/HP/PC/2600) / Re: Walrus Kingdom (former PocketWalrus) pcwindowsjavawalrus
« on: April 15, 2017, 08:42:29 pm »
Store x and y position in pixels. Then, loop through each tile, and render each tile at (tileX * tileSize -playerX + (windowWidth / 2), tileY * tileSize - playerY + (windowHeight / 2)). Once you do that, it shouldn't be hard to use two nested for loops to only render the tiles around the player.

Site Discussion & Bug Reports / Re: Walrii Tokens
« on: April 15, 2017, 05:05:12 pm »
I think it's a problem on your phone's end, because most other users never had any problem using WalrusIRC on their Android phones, even with the default Chrome browser. You should reformat your phone and reinstall everything.
He said he had iOS (iPad) ;)
And WIRC doesn't work on iOS unless you use puffin browser, iirc.

Sorry for double post:

Tomorrow ben_g promised to write on the topic of terrain rendering/designing. Meanwhile, i wrote a java program to take a large .obj file and split it into a grid of smaller .obj files. This way, i can take a huge .obj of a landscape and split it into smaller .obj that my engine can load separately as they move into distance.

Left is original obj, right is four separate objs.

The code for this is HELL, but might be useful to people who do 3D game stuffs:
(click to show/hide)

c++ mesh loader/renderer.
(click to show/hide)

Calc Projects, Programming & Tutorials / Re: Lazer 2
« on: April 15, 2017, 03:25:48 am »
Glad to see this updated. I actually thought the previous version was complete,though. :P Custom levels are definitively a great addition. :D
The thing is, i said the game was complete, but basically was to lazy to publish the complete version.

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