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Messages - Jim

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1
General chat / Re: Crusaders?
« on: March 21, 2017 »
I definitely got all my demoscene stuff via Public Domain mail order.  Everything was available pretty much as soon as it was released and I got a catalogue posted every month or so.  So someone must have been sharing the disk images probably via bbs.
I got all my PD from NBS or 17bit.

Jim

2
For this application it probably doesn't make any difference if you use GDI or DirectX.  You're only doing one blit, so as long as there's no colour conversion or scaling going on (your source and dest DIB have the same size and bit-depth) then they probably end up going through the same underlying API anyway.

Jim

3
Great stuff!  Bringing it to Apple and tablet users everywhere :)

Jim

4
General chat / Re: bummer DirectX12 Windows 7
« on: December 09, 2014 »
You should get Windows 8.1.  I've been using it for months now as my main dev machine.  It's the best OS Microsoft have done - I feel it's faster and more robust than 7 - and if you ever accidentally end up on the tiles screen, Windows+D gets you back out.  I see it about once a month.

Jim

5
ZeroMemory isn't a win32 api call, it's a macro that finally ends up as an invocation of memset.

Glad you got it working!

Jim

6
Hi Va!n,

Well, in your linker options you have set /NODEFAULTLIB
That means no C runtime.  ZeroMemory is just an alias for memset which is a C runtime function.

Also, looks like you're trying to write tiny programs by using WinMainCRTStartup instead of WinMain as an entry point.  If you do that you can't use C runtime at all anyway.

If you want to call InitCommonControlsEx() then you need to add comctl32.lib to the linker dependencies in the linker options.  It's not one of the defaults.

Jim

7
Projects / Re: Shape Stories
« on: August 07, 2014 »
That was great!   I liked the noise bars tieing in with the percussion and I really like the birdy noises in the middle of the tune.  Weird, and reminded me of Amaurote on the speccy 128.

Jim

8
General chat / Re: Website Issues!
« on: July 07, 2014 »
Fantastic job Shockwave!
Jim

9
The gaps are caused by different rounding happening to the same point (or a copy of it) depending if it's a top, middle or bottom point.  The rounding needs always to be the same.
Alternatively, you are rendering one too few scanlines or one too few points in each span.
Exactly where that is in your code, sorry I don't know :(


I typed that, and then I saw your image.  Unless the points on the small triangles are actually shared with the big triangle (and the big triangle is actually chopped into three) there's absolutely no guarantee of no gaps.

Jim

10
xr=xr|0;
yr=yr|0;
 before you compute index or use math.round()

Jim

11
Xr and yr are not integers

12
The idea is you render 9 times (3x3) the number of pixels into the histogram (so change your algorithm to draw a 300x300 grid), then when you come to render it to the screen you use some kind of averaging algorithm that takes those 3x3 pixels and turns them into one single coloured pixel.  Simplest algorithm is to add them all together and divide by 9, but there are other possibilities.

Jim


13
Useful links / Re: WAB
« on: March 11, 2014 »
Ok this is fucking cool! How do I get my remakes to play?
Jim

14
General chat / Re: Airplane is Missing !
« on: March 11, 2014 »
Only six Australians aboard though, so no real drama.   :(

Jim

15
General chat / Re: VB.NET
« on: March 11, 2014 »
I tried some C# demo work.

I wanted first to try a pixel bashing demo, and I coded up my usual 3D engine.  This was definitely fast enough except there doesn't seem to be a really fast path for getting a C# array onto a window.  I tried quite a lot of things, including using an unmanaged buffer for my framebuffer but it all really sucked.  If you like I can post the source code of my efforts?

If you want to do something which runs fast then you probably need to go via DirectX which is relatively simple and 'standard' across Microsoft products or OpenGL which is all open source bindings using marshalling.
Both will almost certainly work really well.  I'm always incredibly surprised at how fast C# is compared with, say, C code, and the fact our web servers at work can handle many multiple requests for complicated data sets in a few tens of milliseconds.

Cheers,
Jim

16
Other languages / Re: just starting out in java/html
« on: February 16, 2014 »
Why not
Code: [Select]
var map =
{
 width: 22,
 height: 33,
 data: [...]
};
I think grouping things together in objects would help keep the code tidy and make it easier to extend and/or map into a database.
Jim

17
Other languages / Re: messing with the android sdk
« on: February 08, 2014 »
Had a go with the Android SDK a few times.  Eclipse is still nowhere near as good as it should be.  The UI editor is a bit useless too - I think I would always code my UI in something scale agnostic like GL.  Debugging on real targets is pretty good. I'm like Hellfire, I find it really hard to get any joy out of coding in Java.
Jim

18
Freebasic / Re: Chladni w/ Glass Effect
« on: February 06, 2014 »
Nice to have you back Rick!  Chladni, now there's a word I haven't seen since a long time!

Jim

19
Other languages / Re: just starting out in java/html
« on: January 31, 2014 »
So far as I know, mousemove events don't work on mobile. On my tablet the latest version runs forward when I tap and then only after random tapping might it turn a bit.
Hopefully this weekend I'll be able to grab the code and make the controls work on tablets.
Jim

20
Other languages / Re: just starting out in java/html
« on: January 30, 2014 »
About 15-20fps on my Nexus7. Any chance you can add some tablet friendly controls? Maybe press and hold for forward, swipe to go left and right?
Great stuff!
Jim

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