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Messages - boogop

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1
General chat / Re: Hi
« on: April 07, 2018 »
Welcome! There's a reason some of us aren't putting our age on here lol

2
General chat / Re: Hello
« on: April 07, 2018 »
Welcome! I love asm. good at it not so much

3
General coding questions / Re: voxel waves
« on: April 07, 2018 »
wow, I actually understood that! I don't know that I'm smart enough to reproduce it, but I have a better sense of what the code's doing. Karma coming your way! =:D

4
General coding questions / Re: voxel waves
« on: April 05, 2018 »
Attached.  I haven't seen it done a lot, and in the case of insolit  dust's code it would probably make more sense if you'd done a lot of stuff similarly complex. Future crew's source is illegible lol

5
General coding questions / voxel waves
« on: April 04, 2018 »
Does anyone know of or have an example of this effect, the one that future crew had in second reality? The only example I've been able to find is by Insolit Dust who used to post here, but it's difficult to read and has enough hardcoded values that I can't really tell what it's trying to do. Any language should be okay, but it's more difficult for me to deconstruct an xy location if the video is addressed like unsigned char *b = DBuf + (a << 8) + (a << 6) + i;


snippet from insolit dust, he posted a link to his site here so I hope this is okay!

Code: [Select]
void Line(int x0, int y0, int x1, int y1, int hy, int s)
{
register int i;
     int sx, sy;
     int c,y,h,u0,v0,u1,v1,a,b,h0,h1,h2,h3;
     
     sx = (x1 - x0) / 320;
     sy = (y1 - y0) / 320;
     
     for (i = 0; i < 320; i++)
     {
         u0 = (x0 >> 16) & 0xFF;
         a = (x0 >> 8) & 255;
         v0 = ((y0 >> 8) & 0xFF00);
         b = (y0 >> 8) & 255;
         u1 = (u0 + 1) & 0xFF;
         v1 = (v0 + 256) & 0xFF00;
         
         h0 = HMap[u0 + v0];
         h2 = HMap[u0 + v1];
         h1 = HMap[u1 + v0];
         h3 = HMap[u1 + v1];
         
         h0 = (h0 << 8) + a * (h1 - h0);
         h2 = (h2 << 8) + a * (h3 - h2);
         h = ((h0 << 8) + b * (h2 - h0)) >> 16;
         
         h0 = CMap[u0 + v0];
         h2 = CMap[u0 + v1];
         h1 = CMap[u1 + v0];
         h3 = CMap[u1 + v1];
         
         h0 = (h0 << 8) + a * (h1 - h0);
         h2 = (h2 << 8) + a * (h3 - h2);
         c = ((h0 << 8) + b * (h2 - h0));
         
         y = (((h - hy) * s) >> 11) + (240 / 2);
         
         if (y < (a = LastY[i]))
         {
                unsigned char *b = DBuf + (a << 8) + (a << 6) + i;
                int sc,cc;
               
                if (LastC[i] == -1)
                   LastC[i] = c;
                   
                sc = (c - LastC[i]) / (a - y);
                cc = LastC[i];
               
                if (a > 240 - 1)
                {
                      b -= (a - (240 - 1)) * 320;
                      cc += (a - (240 - 1)) * sc;
                      a = 240 - 1;
                }
               
                if (y < 0)
                   y = 0;
                   
                while (y < a)
                {
                      *b = cc >> 18;
                      cc += sc;
                      b -= 320;
                      a--;
                }
               
                LastY[i] = y;
         }
         
         LastC[i] = c;
         
         x0 += sx;
         y0 += sy;
     }
}

6
General chat / Re: Hello there!!
« on: January 02, 2018 »
Nice to see some new faces! I'm also a fan of amiga demos, pretty much all I do are in that style

7
Boogop's amazing summer demo! Loaded with ancient crusty effects you've seen a gorillion times before! Absolutely no new ground broken whatsoever!

Kludged up in Freebasic, Tinyptc_ext by RBZ, FMod for music (could have used Tinyptc_ext++ herp derp), FPS limiter by RBRAZ, FFNT_Lib by Deleter. Music is d3.mod by Necros. Is there anything in here by me?!


8
General chat / Re: Ideas for a new DBF compo
« on: April 28, 2017 »
TWO HOURS!! have mercy

9
General chat / Re: Ideas for a new DBF compo
« on: April 26, 2017 »
Ditto! Some summer theme sounds like a winnah

10
General chat / Re: Hello !
« on: April 19, 2017 »
Welcam Mon! What's yer language of choice?

11
Got a little more speed out of it. I love c# but eventually we run into the limitations of the language    :telloff:

Code: [Select]
        FastBitmap a = new FastBitmap(myTexture);
        FastBitmap b = new FastBitmap(myBitmap);
        for (int x = 0; x < bmp.Width; x++)
        {
          fixed (int* pDistance = &distanceTable[x, 0])
          {
            fixed (int* pAngle = &angleTable[x, 0])
            {
              for (int y = 0; y < bmp.Height; y++)
              {
                int xp = *(pDistance + y);
                int xx = (xp + shiftX) % 128;
                int ap = *(pAngle + y);
                int yy = (ap + shiftY) % 128;
                Color c = a.GetPixel(xx, yy);

                b.SetPixel(x, y, c);
              }
            }
          }
        }

12
Note: much discussion on bounds checking exists and unless you read the IL it's not easy to tell what the compiler is doing.

13
Glad to see some c#! All my contest entries so far have been in c#.

Two items jump out at me
1. Multi-dimension arrays. The compiler has to do bounds checks on those and it will tool your performance.
2. Getpixel. Even with fastbitmap these are bad. They make flame effects problematic in this language.

I can't tell what size your picturebox is but using gdi 640x480 is going to be about the limit. I find 350x350 or thereabouts works pretty good but above that starts really slowing down.

The game in c# is all about optimization. When I've done contest entries I sh1t you not the last couple months are spent optimizing.

14
Nice to see work in c#! I've gotten a lot of mileage out of it and have done all my DBF compo entries in it. I use the FastBitmap class which allows direct pixel-pushing to the graphics object, which in my thirst for punishment I enjoy.

15
Freebasic / Re: 13 * 13 Sin Scroll font in binary
« on: February 09, 2017 »
Sorry to necro this thread but this is way cool! I was looking at the unenviable task of writing my own when I found this. I think it will do just fine!

mad props!

16
General chat / Re: Merry Christmas 2016
« on: December 26, 2016 »
Merry Christmas dbfinteractive!

17
Freebasic / Re: Dot Tunnel
« on: November 23, 2016 »
This is a surprisingly low level language for all its VB trappings. I used to make my living in vb6 but this sure ain't that

18
Freebasic / Re: Dot Tunnel
« on: November 22, 2016 »
Liking this a lot! What's this all about?

Code: [Select]
dim as integer w=any,h=any

19
Freebasic / Re: Dot Tunnel
« on: November 22, 2016 »
Well,  tomorrow I can either fix a shop floor data collection app or mess around with this...wat do? lol the joys of 'padding the schedule'

20
Freebasic / Re: Dot Tunnel
« on: November 21, 2016 »
Yep, that works! Thanks!

But there's a basic design problem with the way I do tunnels. I've modified the algorithm from 3D stars, where each point in the circle is divided by Z in the processing loop, so each point moves towards the screen boundaries. Doing that I can never be outside the tunnel looking at it. See the attached screenshot below from Xography; treating each point on the circle like a 3D star, that view will never happen

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