Gravlab II
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- Calc Master
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Gravlab II
Gravlab was a little test program i made in TI-basic, a demo of a falling and bouncing ball. For my senior assignment (or w/e you call that in English), i decided to remake it in ASM/Basic.
In essence, it's now a physically accurate simulation of a ball falling in vacuum. Features i plan to add are multiple objects, friction, realistic collision , shooting the ball (giving it a certain start velocity) and maybe even wind.
I don't plan to use it in a game, it's main purpose is demonstration in physics class, clarifying gravity. Similar programs are already used in physics class, but usually the teacher does the settings and the students only watch. Gravlab II would allow every student to figure it out by themself.
Basic/ASM means that the main menu and user input is written in TI Basic, but the actual graphical simulation (where accuracy and speed are so very much needed) is 100% Assembly without any rom calls in the main loop.
Sorry if it sounds vague atm, more will follow later including screenies. It WILL be finished before january 2007, with extensive documentation. It's a school project after all
My first calc project i post on MC before UTI.. *sigh*
In essence, it's now a physically accurate simulation of a ball falling in vacuum. Features i plan to add are multiple objects, friction, realistic collision , shooting the ball (giving it a certain start velocity) and maybe even wind.
I don't plan to use it in a game, it's main purpose is demonstration in physics class, clarifying gravity. Similar programs are already used in physics class, but usually the teacher does the settings and the students only watch. Gravlab II would allow every student to figure it out by themself.
Basic/ASM means that the main menu and user input is written in TI Basic, but the actual graphical simulation (where accuracy and speed are so very much needed) is 100% Assembly without any rom calls in the main loop.
Sorry if it sounds vague atm, more will follow later including screenies. It WILL be finished before january 2007, with extensive documentation. It's a school project after all
My first calc project i post on MC before UTI.. *sigh*
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- Calc King
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a screenie for the masses!
Values here are acceleration of $00,$00,$01 and frameskip of $80.
In human, that means the acceleration is 1/65536th of a pixel, but it only draws one in 128 frames (so it runs at a decent speed). It's kinda jumpy now, but that's because most of the speed is spent on calculating. Higher acceleration is recommended, so you can lower the frameskip for a smoother picture. You lose a bit of accuracy though, but that shouldn't matter because the speed barely goes above 1pixel anyway (the problem with these is that if your speed is too high, objects will fall through each other).
Values here are acceleration of $00,$00,$01 and frameskip of $80.
In human, that means the acceleration is 1/65536th of a pixel, but it only draws one in 128 frames (so it runs at a decent speed). It's kinda jumpy now, but that's because most of the speed is spent on calculating. Higher acceleration is recommended, so you can lower the frameskip for a smoother picture. You lose a bit of accuracy though, but that shouldn't matter because the speed barely goes above 1pixel anyway (the problem with these is that if your speed is too high, objects will fall through each other).
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- Calc Master
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The floor is now only pixel high ( i just check cp 60 -_-') but i'm not running into problems yet. That's where frameskip is forCoBB wrote:That's exactly the kind of problem I was thinking about.leofox wrote:(the problem with these is that if your speed is too high, objects will fall through each other).
The API has a 16 bit multiplication routine under Mathematics, perhaps it can help you get inspiration..?
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http://api.timendus.com/ - Make your life easier, leave the coding to the API
http://vera.timendus.com/ - The calc lover's OS
- nepmarauder
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