Search found 110 matches
- Thu 16 Jun, 2005 3:23 am
- Forum: Off Topic
- Topic: Opera Better than Firefox
- Replies: 39
- Views: 23158
The best part of opera is, the interface is completly changeable, you can move stuff around to a large extend. I doubt anybody would find it hard to get used to And you can't in firefox? Try right-clicking. :P Firefox only lets u change the buttons at the top. Try opera u can change just about ever...
- Wed 15 Jun, 2005 3:21 pm
- Forum: General TI Discussion
- Topic: AI Contest
- Replies: 8
- Views: 4426
- Wed 15 Jun, 2005 2:57 pm
- Forum: Off Topic
- Topic: Opera Better than Firefox
- Replies: 39
- Views: 23158
The best one is always the one you're used to, the others will just irritate in every moment. You need to use them each at least for a month to gain enough experience. The best part of opera is, the interface is completly changeable, you can move stuff around to a large extend. I doubt anybody woul...
- Tue 14 Jun, 2005 1:43 pm
- Forum: Off Topic
- Topic: Opera Better than Firefox
- Replies: 39
- Views: 23158
- Tue 14 Jun, 2005 1:27 pm
- Forum: Off Topic
- Topic: Opera Better than Firefox
- Replies: 39
- Views: 23158
- Tue 14 Jun, 2005 1:16 pm
- Forum: Off Topic
- Topic: Opera Better than Firefox
- Replies: 39
- Views: 23158
Opera Better than Firefox
Opera outperforms Firefox and Internet Explorer in a review in the July issue of the leading German IT magazine Chip. The article is available as a PDF file here (2,9mb). http://my.opera.com/community/reviews/chip.pdf Opera wins PC-Magazin browser test In a review featuring all leading browsers, Ge...
- Mon 13 Jun, 2005 12:15 pm
- Forum: General TI Discussion
- Topic: AI Contest
- Replies: 8
- Views: 4426
AI Contest
Well i was just wondering,
How many ppl would be interested in a possible prgmerz contest
The theme might be something like creating an adaptive AI Engine in a pong game or perhaps RPG game
How many ppl would be interested in a possible prgmerz contest
The theme might be something like creating an adaptive AI Engine in a pong game or perhaps RPG game
- Mon 13 Jun, 2005 9:31 am
- Forum: Programming Help
- Topic: [General Algorithme] Tracking Bullets
- Replies: 6
- Views: 5220
- Sun 12 Jun, 2005 9:30 am
- Forum: Programming Help
- Topic: [General Algorithme] Tracking Bullets
- Replies: 6
- Views: 5220
I just realised that too K so what if i had a 2D (matrix like) array with 4 columns The column hold bulletX,Y,direction,dead/alive bullet and the rows contain the different bullets But can i use saferam3 as the location for my 2D Array? i have some buggy code in which i cant figure out whats wrong, ...
- Sun 12 Jun, 2005 5:36 am
- Forum: Programming Help
- Topic: [General Algorithme] Tracking Bullets
- Replies: 6
- Views: 5220
Well heres some pseudo code. Could u tell me if this is the best way to organize my program. The game is Greyscale and slow so any speed optimizations would really help Array structure Bullet1: .db bulletX .db Bullet Y .db direction Bullet2: .db bulletX .db Bullet Y .db direction plot map [loop] che...
- Sat 11 Jun, 2005 2:33 pm
- Forum: Programming Help
- Topic: [General Algorithme] Tracking Bullets
- Replies: 6
- Views: 5220
[General Algorithme] Tracking Bullets
I m making a game in which you control a tank and have to fire against other AItanks what do i have to do to make the firing of bullets independent of scrolling and Ai movement? Right now my game seem more like desolate, in which you cannot move a few seconds after you fire Do i use arrays? 1D or 2D...
- Mon 06 Jun, 2005 1:25 pm
- Forum: Programming Help
- Topic: [TI Basic] Displaying Memory and Battery
- Replies: 11
- Views: 6735
- Wed 01 Jun, 2005 4:59 pm
- Forum: Programming Help
- Topic: [TI ASM] Tile & collision detection
- Replies: 14
- Views: 7127
- Wed 01 Jun, 2005 4:03 pm
- Forum: Programming Help
- Topic: [TI ASM] Tile & collision detection
- Replies: 14
- Views: 7127
Right, but see in my game the Tank coordinates corespond to the map. so at the upper corner the x coord is 1 and if u move one right the coordinate inc by 1. so i m assuming that when Jime said the x and y coordinate should be divided by 8, he meant the tile coordinate (which is tankcord * 8) should...
- Wed 01 Jun, 2005 1:02 pm
- Forum: Programming Help
- Topic: [TI ASM] Tile & collision detection
- Replies: 14
- Views: 7127
Alright i fixed it and there arent and compiler errors. I m using a Mult and Div routine since i m using it more than once in the source. Will the routine work and give me the tile no of the tile Why am i dividing the tank coordniates by 8? Tileno: ld d,8 ld hl,(TankX) call Div_Hl_D ld (temp1),Hl ld...