Search found 76 matches

by ssartell
Wed 10 May, 2006 9:38 pm
Forum: Program Ideas
Topic: Fun with BASIC :)
Replies: 21
Views: 33375

I'm not so hot with group projects so I think I still might just try on my own. See what I can come up with. And then I also don't have any responsibility to finish anything if I can't find the time. Just for clarification purposes so I can plan some things ahead, correct me if I'm wrong about anyth...
by ssartell
Tue 09 May, 2006 10:10 pm
Forum: Program Ideas
Topic: Fun with BASIC :)
Replies: 21
Views: 33375

So I had posted before the prospects of someone creating a new higher level language for the z80 besides BASIC and I put some thought into how I might implement such a language and compiler and I'm actually kind of curious about the project. I think I would probably make it similar to C/C++ in most ...
by ssartell
Tue 09 May, 2006 9:52 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

Well that might not exactly be the best way to learn the math and theory behind it, but you'll get a good knowledge of OpenGL or whatever. I might suggest one of those and a general graphics book.
by ssartell
Mon 08 May, 2006 9:38 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

Sorry for the misunderstanding, my comment was in regards to the illumination models generally used by those techniques.
by ssartell
Mon 08 May, 2006 7:37 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

For clarification purposes, raycasting does not necessarily mean just walls, floors, ceilings, and sprites. Raycasting engines like the ones used in early games were simplified raycasters. The reason they are raycasters is because they don't find reflection vectors and continue along those vectors i...
by ssartell
Sun 07 May, 2006 10:28 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

Well distributed raytracing is actually much more "realistic" than perspective projection, but of course the trade off is speed. As far as making 3D stuff on the computer, I do create stuff.
by ssartell
Sun 07 May, 2006 4:27 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

Do you really need an answer to that?
by ssartell
Sun 07 May, 2006 9:07 am
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

If you pull them out you do indeed get 6 additions for each point. But if you precompute your transformation matrix then you'll have an added 24 multiplications and 24 additions to combine those matrices together (if you optimize the multiplication for translation and neglect positions with 0's and ...
by ssartell
Sun 07 May, 2006 7:32 am
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

Or you could use Rodrigues. I was sorta looking to give him a good understanding of matrix transformations and how they can be computed instead of throwing formulas out there. For example, say you're doing a flight simulator and you want to rotate your ship to aim a certain way. Instead of worrying ...
by ssartell
Sun 07 May, 2006 6:33 am
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

I guess I'll take the time to explain rotation about an arbitrary axis by some angle a. First let me state a few conventions I'll be using. First Rx, Ry, Rz are rotation matrices about some specified theta which I will specify with 'a'. So for example I might say Rx(ax) to represent the rotation mat...
by ssartell
Sat 06 May, 2006 10:39 pm
Forum: Programming Help
Topic: [Genral Algorithme] 3D help
Replies: 33
Views: 20527

So basically that equation you were given describes a projection of 3D points onto a plane orthogonal to the z-axis at a distance of d. This more or less describes what is generally called the canonical camera because the eye is centered at the origin. So now I'm assuming you'll want to know how to ...
by ssartell
Fri 05 May, 2006 11:38 pm
Forum: Nostromo
Topic: Progress thread for original version (2006)
Replies: 128
Views: 196978

I haven't exactly read through all these posts, but I figured I'd offer my input anyways. So there's a clipping method called Liang-Barsky which might be useful to you. So I'm sure you know lines can be expressed in parametric form as: p(a) = (1 - a) * p1 + a * p2 0 <= a <= 1 You can compute the int...
by ssartell
Fri 05 May, 2006 4:45 pm
Forum: Program Ideas
Topic: Fun with BASIC :)
Replies: 21
Views: 33375

Ok I guess I didn't make my point clear when I stated that these ideas were purely for learning and entertainment. I'm fully aware of the problems with basic and if you want me to state my credentials in terms of education to get across the simple idea of "I know!!!!" I'll gladly do so if ...
by ssartell
Fri 05 May, 2006 2:03 am
Forum: Program Ideas
Topic: Fun with BASIC :)
Replies: 21
Views: 33375

I'm not planning on actually writing any of this. I just figured I'd share some ideas with some of the people who are just learning to program. I know (and have already done) the things I posted for my courses, but I thought it might be good learning/entertainment for people who haven't or don't kno...
by ssartell
Thu 04 May, 2006 9:07 pm
Forum: Program Ideas
Topic: Fun with BASIC :)
Replies: 21
Views: 33375

Fun with BASIC :)

So I just felt like posting some fun ideas that I've thought about implementing in basic, but don't really have the time to do so. Most of this is purely based on data structure ideas. faking pointers: enough said stack: push, pop, stack pointer recursive programs: making use the stack feature fake ...