Search found 225 matches

by Halifax
Mon 22 Oct, 2007 10:33 pm
Forum: Announce Your Projects
Topic: The Forgotten Sword
Replies: 160
Views: 511955

Wow I love those. Normal mapping is a bit of a better algorithm to me though, but if you really want the good stuff then I would go with Parallax mapping. Although really I would stick with Normal mapping. That is what Crysis and Unreal Engine 3 uses for characters and objects. Also you might want t...
by Halifax
Mon 22 Oct, 2007 10:21 pm
Forum: Programming Help
Topic: [general algorithms] random map generating
Replies: 7
Views: 4270

King Harold: If you are looking for articles on every aspect of game development, and possibly RTSes, for PCs or whatever, then check out

gamedev.net and devmaster.net
by Halifax
Wed 17 Oct, 2007 12:48 am
Forum: Programming Help
Topic: [XNA] screencoordinates
Replies: 6
Views: 3566

I am answering this with only 3D experience, no XNA experience. But usually aren't 3D vectors attached to the origin? Usually I have never seen them used for displaying anything on the screen, but more so for an intermediate data format for calculations. Why do you need to display it on screen though?
by Halifax
Fri 12 Oct, 2007 8:18 pm
Forum: Programming Help
Topic: [C]Does anyone know a good timing library?<solved>
Replies: 18
Views: 20183

Uhmm I am one too, but that doesn't excuse the fact that SDL is already ported to 10+ platforms, and that I am not just using it for timing.

Also I just posted about it in case someone else needed the answer. I have been using it for ~month already.
by Halifax
Thu 11 Oct, 2007 10:38 pm
Forum: Programming Help
Topic: [C]Does anyone know a good timing library?<solved>
Replies: 18
Views: 20183

coelurus wrote:You know what? SDL uses timeGetTime in the newest snapshot.
Okay...in your post prior to that you said nothing about timeGetTime being portable.
by Halifax
Thu 11 Oct, 2007 2:17 am
Forum: Programming Help
Topic: [C]Does anyone know a good timing library?<solved>
Replies: 18
Views: 20183

SDL gets down to the millisecond, just in case anyone else wanted to solve this problem easier.

SDL is also cross-platform, so it fits all my requirements.
by Halifax
Wed 03 Oct, 2007 11:31 pm
Forum: Programming Help
Topic: [Z80-asm] Advise about tilemapping
Replies: 27
Views: 21881

I don't think so. From the looks of the screenshot it looks like a dithered black box, and that it is just ghosting to create the grayscale. Plus PindurTI isn't the best emulator to take pics in, nor any other emulators for that matter.
by Halifax
Mon 01 Oct, 2007 7:04 pm
Forum: Off Topic
Topic: The "Everyone should know this" attitude of people
Replies: 8
Views: 9189

Haha, driesgudolf, I have the exact opposite problem. The teacher is my precalculus class over explains stuff! I mean simple stuff such as factoring even, and we are in a honors class!
by Halifax
Sun 30 Sep, 2007 11:10 pm
Forum: Off Topic
Topic: The "Everyone should know this" attitude of people
Replies: 8
Views: 9189

hop: Well said. Very very well said.
by Halifax
Sun 30 Sep, 2007 4:26 am
Forum: General TI Discussion
Topic: I just got this email:
Replies: 16
Views: 30545

I personally think the only way to do halo right on the calc would be a 2.5D game with 2D sprites(there are some lying around the internet) I also think it would be really stupid to do Halo with the FAT engine because it wouldn't have the same nostalgia as even Halo 1. All in all it would be stupid ...
by Halifax
Thu 27 Sep, 2007 9:43 pm
Forum: Programming Help
Topic: [TI ASM] TASM 3.2 Compiling Error
Replies: 9
Views: 9269

His improvements are available on the bleeding edge Liazon ;)

You can build your own SPASM 2 from the SVN
by Halifax
Tue 25 Sep, 2007 10:46 pm
Forum: Programming Help
Topic: [TI-ASM] Level Data
Replies: 7
Views: 5254

King_Harold: Yes I could have done that, but as I said I was translating his code directly. As driesguldolf said "we don't exactly know your skills" so I just gave the easiest method possible that was a direct translation. mepmarauder: Yeah, haha it is much better to switch to C when you c...
by Halifax
Tue 25 Sep, 2007 7:18 pm
Forum: Programming Help
Topic: [TI-ASM] Level Data
Replies: 7
Views: 5254

Now to answer your question. I am going to put this in its simplest form, and the way your directly specified you wanted it above. Of course there is a better way, but that is a little bit more complicated, and advanced. ld a,(LevelData) cp 1 jp z,DispSpriteOne cp 2 jp z,DispSpriteTwo cp 3 jp z,Disp...
by Halifax
Tue 25 Sep, 2007 7:12 pm
Forum: Programming Help
Topic: [TI ASM] TASM 3.2 Compiling Error
Replies: 9
Views: 9269

*cough* I would actually recommend SPASM as a substitute to Brass and TASM. One reason is because of an already powerful assembler, and the second reason is because it is getting improved every day, and you can even suggest your own improvements. *cough*
by Halifax
Tue 25 Sep, 2007 10:38 am
Forum: Programming Help
Topic: [TI ASM] TASM 3.2 Compiling Error
Replies: 9
Views: 9269

Yeah, magicdanw, is right. That will work.