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Topics - rain_storm

Pages: 1 2 [3] 4 5
41
Projects / rain by rain_storm
« on: June 03, 2008 »
here is the latest thing that Ive been working on and this time its only 64 bytes :D I really hope that this works for most people anyone who isnt getting something like the image below could you use the screeny version to do a screen capture

42
ASM / mode 13h Screen capture routine
« on: June 03, 2008 »
This one took awhile to get around to doing but I finally knuckled down and had a look at the bmp format and this screen capture routine is the result it. This routine is ready to use out of the box just find the terminating ret byte (opcode 0xC3) from the end of your com file and replace it with the contents of SCREEN.BIN all offsets that are required are calculated within the routine. And its just 179 bytes in size.

43
General chat / uploading to untergrund
« on: June 02, 2008 »
I just got the all clear for some webhosting over at untergrund.net but I dont have a clue how to actually upload intros there. I have managed to figure out how to open a ftp site in internet explorer but no matter what I try I cant login to my user account on the ftp site, my login works fine for the untergrund html site

Is there anyone here that has an untergrund account and can you explain to me what I need to do in simple words

44
General chat / The futer of 256 :(
« on: May 31, 2008 »
I was looking through some of the 256b intros on Pirx's website and came across the pdf file at the bottom of this page
http://66.102.9.104/translate_c?hl=en&sl=pl&u=http://ind.untergrund.net/&prev=/search%3Fq%3Dart_256b.pdf%26hl%3Den%26rlz%3D1T4GGLJ_enIE274IE274

To summarize it basically states how amazing pieces of art can be crammed into 256 bytes and with the onset of Vista this niche will become a thing of the past :(

I just cant shake the idea of the scene losing out on some fabulous tiny code as being a bad thing. I just dont want to see this die, I personnaly think that this category has become one of the least appreciated categories too. Just take a look at pouet and see what they have to say about 90% of all <256b demos. Its not good. But in order to get something good up and running in this category requires alot of experience about the target environment (in this case MS-DOS using a VGA display adapter), and more dirty tricks than the CIA and FBI combined.

So whats in store for the futer? Are we being forced to use DosBox... perish the thought cos DosBox is the worst way to view these demos. Perhaps 512b boot sectors will become the new 256b intros. this is even more niche than the current state of affairs since not many XP systems have Floppy drives and Vista is the same. still I think this is one possible direction. If boot sectors are the futer of tiny tiny code than Im gonna have to learn how to set a video mode by hand which may take as many as 256 bytes to achieve. I'll leave that until I have no other options. Thankfully there will still be places like 256b / intro inferno / hard code / pouet and of course dbfinteractive.

Anyone want to try cheering me up over this one

45
Still playing around with this excellent tool but it just occured to me I havent a notion as to what to do to get the most out of crinkler. At the moment Im just trying something and linking with crinkler its not until i see the output that I can tell what difference any changes made, How about arrays do the compress well if they are not all zeros?

Edit:
Also what alternatives are there to crinkler Ive seen some demos packed in a com file that emits a MZ.exe whats that all about?

46
Challenges & Competitions / [procedural] fire
« on: May 12, 2008 »
had a damn hard time posting this one because of the picture size / format. kept getting the "you already submitted this post perhaps you double clicked post" message. but still no new topic created :/
anyways this is a 128 byte fire effect and my second entry into the compo. DOSBOX does not do a great job emulating this one you dont get the same colours as what I get when I run it through XP built in emulation. So only those with a video adapter that supports mode 13h will see the proper colours

47
ASM / Double Buffering
« on: May 07, 2008 »
syncing to the vertical retrace is not always enough to ensure that your frame will be drawn without slicing. If it takes you longer to draw a scan line than the strict timing allowed for you might want to try double buffering. It is a simple matter to add double buffering to a program without having to define the 64k buffer yourself.

Here is an example that double buffers and is suitable for com files up to 52992 bytes in size. This leaves you plenty of space for what not when making a 256b or even 1k/4k vga demos. The value 07D00h is the maximum starting address that works and is unused and will give you 52992 bytes for you executable. 07000h is the segment where your com file gets loaded into memory and you will be using some of this segment for the buffer.

Of course you should only use this if you have room to spare and your demo is experiencing slicing even with syncing enabled. The better thing to do is improve the speed of the drawing routine if possible. not always possible though (example drawing vertical lines / polygons)

Code: [Select]
ORG 100h

 PALLET = 003C8h ; PALLET INDEX REGISTER
 VTRACE = 003DAh ; VERTICAL RETRACE STATUS PORT ADDRESS
 KEYBRD = 00060h ; KEYBOARD INPUT PORT ADDRESS
 VIDMEM = 0A000h ; VIDEO SEGMENT ADDRESS
 BUFFER = 07D00h ; DOUBLE BUFFER ADDRESS (MUST BE ABOVE 07010h FOR 256b / 07100h for 1k)
 VIDSIZ = 0FA00h ; SIZE OF SCREEN IN BYTES

 INIT:MOV   AX,13h
      INT   10h
      PUSH  VIDMEM
      POP   ES
      PUSH  BUFFER
      POP   DS

 COLR:MOV   DX,PALLET
      XOR   AX,AX
      OUT   DX,AL
      INC   DX

 GREY:OUT   DX,AL
      OUT   DX,AL
      OUT   DX,AL
      INC   AX
      JNZ   GREY

 MAIN:XOR   DI,DI
      XOR   SI,SI
      MOV   CX,VIDSIZ/4
      MOV   DX,VTRACE

 SYNC:IN    AL,DX
      TEST  AL,08h
      JZ    SYNC
      REP   MOVSD

      XOR   SI,SI
      MOV   CX,VIDSIZ/2
 DRAW:MOV   AX,[DS:SI]
      INC   AL
      INC   AH
      MOV   [DS:SI],AX
      ADD   SI,2
      LOOP  DRAW

 EXIT:IN    AL,KEYBRD
      DEC   AL
      JNZ   MAIN
      RET

EDIT:
I just wanted to add that double buffering in this manner has more than doubled the fps on any example ive thrown it into

48
ASM / VGA Floor Casting
« on: May 02, 2008 »
I really wanted to enter this into the procedural compo but since its based on a previous work by me I think its best not to, anyways this is my very first 256 byte intro hope you all like it source and com file included (assembled with FASM)


49
Challenges & Competitions / [PROCEDURAL] TUNNEL
« on: April 20, 2008 »
Here's my entry into the procedural compo, It may require DosBox for those of you with Vista.
I have used a circle drawing routine for this that I obtained here

Source and Exe included.


50
Yabasic / ps2Yabasic faster than win32Yabasic
« on: April 04, 2008 »
I have just tested code on both Jims emulator and on the win32 emulator and am pleased to announce that Jims version runs the same code alot faster and smoother. But the win32 emulator has some problems with user input so its not the exact same file. But that is only done once per frame so it aint that part that is slowing it all down. Dont need to test on ps2 cos we all know that it will run slower there.

51
ASM / OpenGL Example Full Screen
« on: April 03, 2008 »
This is the openGL example that comes with FASM but I changed it so that it ran in full screen instead of a window. Hope someone finds this useful

Code: [Select]
; OpenGL programming example
format PE GUI 4.0
entry start
include 'win32a.inc'
include 'opengl.inc'

RESX = 640
RESY = 480
FULLSCREEN = WS_VISIBLE+WS_MAXIMIZE+WS_POPUP
WINDOW = WS_VISIBLE+WS_OVERLAPPEDWINDOW+WS_CLIPCHILDREN+WS_CLIPSIBLINGS




section '.data' data readable writeable
  _title db 'OPENGL FULLSCREEN',0
  _class db 'OPENGL',0
  wc WNDCLASS 0,WindowProc,0,0,NULL,NULL,NULL,NULL,NULL,_class
  hwnd dd ?
  hdc dd ?
  hrc dd ?
  msg MSG
  rc RECT
  pfd PIXELFORMATDESCRIPTOR
  active dd ?




section '.code' code readable executable

  start:
invoke GetModuleHandle,0
mov [wc.hInstance],eax
invoke LoadIcon,0,IDI_APPLICATION
mov [wc.hIcon],eax
invoke LoadCursor,0,IDC_ARROW
mov [wc.hCursor],eax
invoke RegisterClass,wc
;invoke  CreateWindowEx,0,_class,_title,WINDOW,32,32,RESX,RESY,NULL,NULL,[wc.hInstance],NULL
invoke CreateWindowEx,NULL,_class,_title,FULLSCREEN,32,32,RESX,RESY,NULL,NULL,[wc.hInstance],NULL
mov [hwnd],eax

  msg_loop:
invoke InvalidateRect,[hwnd],NULL,FALSE
invoke GetMessage,msg,NULL,0,0
or eax,eax
jz end_loop
invoke TranslateMessage,msg
invoke DispatchMessage,msg
jmp msg_loop

  end_loop:
invoke ExitProcess,[msg.wParam]

proc WindowProc hwnd,wmsg,wparam,lparam
push ebx esi edi
cmp [wmsg],WM_CREATE
je .wmcreate
cmp [wmsg],WM_SIZE
je .wmsize
cmp [wmsg],WM_ACTIVATEAPP
je .wmactivateapp
cmp [wmsg],WM_PAINT
je .wmpaint
cmp [wmsg],WM_KEYDOWN
je .wmkeydown
cmp [wmsg],WM_DESTROY
je .wmdestroy

  .defwndproc:
invoke DefWindowProc,[hwnd],[wmsg],[wparam],[lparam]
jmp .finish

  .wmcreate:
invoke GetDC,[hwnd]
mov [hdc],eax
mov edi,pfd
mov ecx,sizeof.PIXELFORMATDESCRIPTOR shr 2
xor eax,eax
rep stosd
mov [pfd.nSize],sizeof.PIXELFORMATDESCRIPTOR
mov [pfd.nVersion],1
mov [pfd.dwFlags],PFD_SUPPORT_OPENGL+PFD_DOUBLEBUFFER+PFD_DRAW_TO_WINDOW
mov [pfd.dwLayerMask],PFD_MAIN_PLANE
mov [pfd.iPixelType],PFD_TYPE_RGBA
mov [pfd.cColorBits],32
mov [pfd.cDepthBits],32
mov [pfd.cAccumBits],0
mov [pfd.cStencilBits],0
invoke ChoosePixelFormat,[hdc],pfd
invoke SetPixelFormat,[hdc],eax,pfd
invoke wglCreateContext,[hdc]
mov [hrc],eax
invoke wglMakeCurrent,[hdc],[hrc]
invoke GetClientRect,[hwnd],rc
invoke glViewport,0,0,[rc.right],[rc.bottom]
xor eax,eax
jmp .finish

  .wmsize:
invoke GetClientRect,[hwnd],rc
invoke glViewport,0,0,[rc.right],[rc.bottom]
invoke InvalidateRect,[hwnd],NULL,FALSE
xor eax,eax
jmp .finish

  .wmactivateapp:
push [wmsg]
pop [active]
xor eax,eax
jmp .finish

  .wmpaint:
invoke glClear,GL_COLOR_BUFFER_BIT
invoke glRotatef, 1.0, 0.0, 0.0, 1.0
invoke glBegin,GL_QUADS
invoke glColor3f,  0.0, 1.0, 1.0
invoke glVertex3f,-0.5,-0.5,-0.5
invoke glColor3f,  1.0, 0.0, 1.0
invoke glVertex3f, 0.5,-0.5,-0.5
invoke glColor3f,  1.0, 1.0, 0.0
invoke glVertex3f, 0.5, 0.5,-0.5
invoke glColor3f,  0.0, 0.0, 1.0
invoke glVertex3f,-0.5, 0.5,-0.5
invoke glEnd
invoke SwapBuffers,[hdc]
xor eax,eax
jmp .finish

  .wmkeydown:
cmp [wparam],VK_ESCAPE
jne .defwndproc

  .wmdestroy:
invoke wglMakeCurrent,0,0
invoke wglDeleteContext,[hrc]
invoke ReleaseDC,[hwnd],[hdc]
invoke PostQuitMessage,0
xor eax,eax

  .finish:
pop edi esi ebx
ret
endp




section '.idata' import data readable writeable
  library kernel,'KERNEL32.DLL',\
  user,'USER32.DLL',\
  gdi,'GDI32.DLL',\
  opengl,'OPENGL32.DLL'

  import kernel,\
GetModuleHandle,'GetModuleHandleA',\
ExitProcess,'ExitProcess'

  import user,\
RegisterClass,'RegisterClassA',\
CreateWindowEx,'CreateWindowExA',\
DefWindowProc,'DefWindowProcA',\
GetMessage,'GetMessageA',\
TranslateMessage,'TranslateMessage',\
DispatchMessage,'DispatchMessageA',\
LoadCursor,'LoadCursorA',\
LoadIcon,'LoadIconA',\
GetClientRect,'GetClientRect',\
InvalidateRect,'InvalidateRect',\
GetDC,'GetDC',\
ReleaseDC,'ReleaseDC',\
PostQuitMessage,'PostQuitMessage'

  import gdi,\
ChoosePixelFormat,'ChoosePixelFormat',\
SetPixelFormat,'SetPixelFormat',\
SwapBuffers,'SwapBuffers'

  import opengl,\
wglCreateContext,'wglCreateContext',\
wglMakeCurrent,'wglMakeCurrent',\
glViewport,'glViewport',\
glClear,'glClear',\
glRotatef,'glRotatef',\
glBegin,'glBegin',\
glColor3f,'glColor3f',\
glVertex3f,'glVertex3f',\
glEnd,'glEnd',\
wglDeleteContext,'wglDeleteContext'



52
General chat / Happy Birthday Hotshot
« on: March 03, 2008 »
Have a happy birthday buddy. Best wishes  :cheers:

53
Yabasic / Pathfinding in Yabasic
« on: February 10, 2008 »
This program uses tha A* pathfinding algorithm to find the shortest path between two points. It does find the shortest path but I think the code for adding new nodes to the open list and the code for finding the open node with the lowest cost could be improved apon a lot. Anyway here it goes :
Code: [Select]
open window 640, 512

gridX = 19
gridY = 15
dim grid(gridX, gridY)
dim list(gridX, gridY)
for y = 0 to gridY
  for x = 0 to gridX
    read grid(x, y)
  next
next
posX = 2
posY = 2
tarX = 17
tarY = 13

label main
  astar(posX, posY, tarX, tarY)
  goto main

sub astar(px, py, tx, ty)
  nodes = 1
  closed = 0

  for y = 0 to gridY
    for x = 0 to gridX
      list(x,y) = 0
    next
  next
  dim nodeX(nodes), nodeY(nodes)
  dim homeX(nodes), homeY(nodes)
  dim cost(nodes)
  nodeX(nodes) = px
  nodeY(nodes) = py
  homeX(nodes) = px
  homeY(nodes) = py
  cost(nodes) = abs(px-tx) + abs(py-ty)
  list(px,py) = 1
  cx = px
  cy = py

  while (closed < nodes)
    render()
    cost = (gridX+1)*(gridY+1)*10
    for n = 1 to nodes
      if (list(nodeX(n), nodeY(n)) = 1) and (cost(n) < cost) then
        cost = cost(n)
        cur = n
      endif
    next
    cx = nodeX(cur)
    cy = nodeY(cur)
    cost = cost - (abs(tx-cx)+abs(ty-cy))
    list (cx,cy) = 2
    closed = closed + 1

    for y = cy-1 to cy+1
      for x = cx-1 to cx+1
        if (grid(x, y) = 0) and (list(x, y) = 0) then
          nodes = nodes + 1
          redim nodeX(nodes), nodeY(nodes)
          redim homeX(nodes), homeY(nodes)
          redim cost(nodes)
          nodeX(nodes) = x
          nodeY(nodes) = y
          homeX(nodes) = cx
          homeY(nodes) = cy
          if (abs(x-cx) = 1) and (abs(y-cy) = 1) then
            cost(nodes) = cost + 14 + abs(tx-x) + abs(ty-y)
          else
            cost(nodes) = cost + 10 + abs(tx-x) + abs(ty-y)
          endif
          list(x,y) = 1
        endif
      next
    next
    if (list(tx,ty) <> 0) goto trace
  wend

label trace
  while (inkey$(0) = "")
    render()
    x = tx
    y = ty

    length = 0
    for n = 1 to nodes
      if (nodeX(n) = x) and (nodeY(n) = y) then
        length = length + 1
        redim pathX(length), pathY(length)
        setrgb 1, 255, 255, 000
        fill box x*s+8, y*s+8 to x*s+s-8, y*s+s-8
        setrgb 1, 000, 000, 000
        text x*s+16, y*s+10, str$(length), "cc"

        x = homeX(n)
        y = homeY(n)
        pathY(length) = y
        pathX(length) = x
        if (x <> nodeX(n)) or (y <> nodeY(n)) n = 1
      endif
    next
  wend
end sub

sub render()
  setdispbuf draw
  draw = 1 - draw
  setdrawbuf draw
  clear window
  s = 32
  for y = 0 to gridY
    for x = 0 to gridX
      setrgb 1, 010, 010, 010
      if (grid(x, y) = 1) setrgb 1, 000, 255, 000
      if (list(x, y) = 1) setrgb 1, 000, 000, 100
      if (list(x, y) = 2) setrgb 1, 100, 000, 000
      fill box x*s, y*s to x*s+s, y*s+s
    next
  next
  setrgb 1, 100, 100, 100
  for y = 0 to gridY
    for x = 0 to gridX box x*s, y*s to x*s+s, y*s+s next
  next
  setrgb 1, 000, 000, 255
  fill box posX*s, posY*s to posX*s+s, posY*s+s
  setrgb 1, 255, 000, 000
  fill box tarX*s, tarY*s to tarX*s+s, tarY*s+s
end sub

data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1,0,1
data 1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1
data 1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1
data 1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1
data 1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1,0,1
data 1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1
data 1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1,1,1,0,1
data 1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,1
data 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1
data 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,0,1
data 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,0,1
data 1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0,0,0,1
data 1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1


54
How do I determine whether two 2D circles are colliding or just in contact with each other? The thing is that my circle - circle collisions are unstable when there are many circle all close together. Such that when two circles should be just barely touching each other (without exchanging momentum) but instead their are constantly in collision mode and freely exchange what little momentum is left. When there are layers of balls resting on top of other balls (so that some balls are not touching a solid surface beyond the surfaces of its neighbouring circles) some of these balls will still be under the effect of gravity which adds feul to the fire and causes all the circles to vibrate like a bunch of jitter bugs.

Now how do I differentiate between colliding with an object and merely resting whilst in contact with it. Any ideas are appreciated.

Heres the collision routine as it is now. To run it you will need Jims ps2Yabasic emulator which can be found in the first post of this topic: http://dbfinteractive.com/index.php?topic=758.0
Code: [Select]
open window 640, 512
tolerence = 1.10
gravity   = 0.20
friction  = 0.80
bounce    = 0.80
minmotion = 0.10
move      = 0.0

balls = 26
dim posx(balls), posy(balls)
dim dirx(balls), diry(balls)
dim radi(balls)

label reset
  for b = 0 to balls
    dirx(b) = ran(move) - ran(move)
    diry(b) = ran(move) - ran(move)
    radi(b) = 32 // int(ran(8)) + 16
0:  posx(b) = ran(640-radi(b)-radi(b)) + radi(b)
    posy(b) = ran(512-radi(b)-radi(b)) + radi(b)

    for a = 0 to b
      if (a <> b) then
        adj = abs(posx(a) - posx(b))
        opp = abs(posy(a) - posy(b))
        hyp = adj*adj + opp*opp
        if (hyp <= (radi(a)+radi(b))*(radi(a)+radi(b))) goto 0
      endif
    next
  next

wait 0.1
label main
  wait 0.01
  setdispbuf draw
  draw = 1 - draw
  setdrawbuf draw
  clear window

  setrgb 1, 016, 006, 006
  setrgb 2, 016, 006, 006
  setrgb 3, 255, 100, 100
  gtriangle 0,0 to 640,0 to 640,512
  setrgb 2, 255, 100, 100
  gtriangle 0,0 to 0,512 to 640,512

  for b = 0 to balls
    setrgb 1, 016, 016, 128
    fill circle posx(b), posy(b), radi(b) * tolerence
    clear fill circle posx(b), posy(b), radi(b)

    rgb = 20
    for r = radi(b) to 8 step - 4
      setrgb 1, 000, 000, rgb
      fill circle posx(b), posy(b), r
      rgb = rgb + 20
    next

    diry(b) = diry(b) + gravity
  next

  if (inkey$(0) <> "") then
    goto reset
  endif

  for a = 0 to balls
    if (dirx(a) <> 0.0) or (diry(a) <> 0.0) then
    collision = 0
    for b = a to balls
    if (dirx(b) <> 0.0) or (diry(b) <> 0.0) then
      if (a <> b) then
        adj = posx(b) - posx(a)
        opp = posy(b) - posy(a)
        dist = adj^2 + opp^2
        if (dist < (radi(a)+radi(b))*(radi(a)+radi(b))) then
          dist = sqrt(dist)
          nx = adj / dist
          ny = opp / dist

          cx = (posx(a) + posx(b))*0.5
          cy = (posy(a) + posy(b))*0.5
          posx(a) = cx - nx*radi(a)*tolerence
          posy(a) = cy - ny*radi(a)*tolerence
          posx(b) = cx + nx*radi(b)*tolerence
          posy(b) = cy + ny*radi(b)*tolerence

          product = (dirx(b)-dirx(a))*nx + (diry(b)-diry(a))*ny
          dirx(a) = dirx(a) + nx * product * friction
          diry(a) = diry(a) + ny * product * bounce
          dirx(b) = dirx(b) - nx * product * friction
          diry(b) = diry(b) - ny * product * bounce

          if (posx(b) < radi(b)) posx(b) = radi(b)
          if (posx(b) = radi(b)) dirx(b) =-dirx(b) * friction
          if (posx(b) > 640-radi(b)) posx(b) = 640 - radi(b)
          if (posx(b) = 640-radi(b)) dirx(b) =-dirx(b) * friction
          if (posy(b) < radi(b)) posy(b) = radi(b)
          if (posy(b) = radi(b)) diry(b) =-diry(b) * bounce
          if (posy(b) > 512-radi(b)) posy(b) = 512-radi(b)
          if (posy(b) = 512-radi(b)) diry(b) =-diry(b) * bounce
          if (posx(a) < radi(a)) posx(a) = radi(a)
          if (posx(a) = radi(a)) dirx(a) =-dirx(a) * friction
          if (posx(a) > 640-radi(a)) posx(a) = 640 - radi(a)
          if (posx(a) = 640-radi(a)) dirx(a) =-dirx(a) * friction
          if (posy(a) < radi(a)) posy(a) = radi(a)
          if (posy(a) = radi(a)) diry(a) =-diry(a) * bounce
          if (posy(a) > 512-radi(a)) posy(a) = 512-radi(a)
          if (posy(a) = 512-radi(a)) diry(a) =-diry(a) * bounce
          collision = 1
        fi
      fi
      endif
    next
    if (collision = 0) then
      posx(a) = posx(a) + dirx(a)
      posy(a) = posy(a) + diry(a)
      if    (posx(a) < radi(a)) then
        posx(a) = radi(a)
        dirx(a) =-dirx(a) * friction
      elsif (posx(a) > 640-radi(a)) then
        posx(a) = 640 - radi(a)
        dirx(a) =-dirx(a) * friction
      fi
      if    (posy(a) < radi(a)) then
        posy(a) = radi(a)
        diry(a) =-diry(a) * bounce
      elsif (posy(a) > 512-radi(a)) then
        posy(a) = 512-radi(a)
        diry(a) =-diry(a) * bounce
      fi
    else
      if (posx(a) < radi(a)) posx(a) = radi(a)
      if (posx(a) = radi(a)) dirx(a) =-dirx(a) * friction
      if (posx(a) > 640-radi(a)) posx(a) = 640 - radi(a)
      if (posx(a) = 640-radi(a)) dirx(a) =-dirx(a) * friction
      if (posy(a) < radi(a)) posy(a) = radi(a)
      if (posy(a) = radi(a)) diry(a) =-diry(a) * bounce
      if (posy(a) > 512-radi(a)) posy(a) = 512-radi(a)
      if (posy(a) = 512-radi(a)) diry(a) =-diry(a) * bounce
    endif

    if (diry(a) >=-minmotion) and (diry(a) <= minmotion) then
      diry(a) = 0.0
    endif
    if (dirx(a) >=-minmotion) and (dirx(a) <= minmotion) then
      dirx(a) = 0.0
    endif
    endif
  next
  goto main


55
Freebasic / Floor Casting With Xor Texture
« on: January 17, 2008 »
28 lines of code (not including white spaces or comments) fast and interesting. Not a bad effort if I say myself

Code: [Select]
' Floor Casting
const resX = 640
const resY = 480
const xres = 320
const yres = 240

#include once "tinyptc.bi"
if (ptc_open("FLOOR CASTING", resX, resY) = 0) then end -1
dim shared as integer buffer(resX*resY)
dim as single u, v, w, camX, camY
dim as integer c, b

while (inkey$ = "")
  camY += 1
  camX = xres*sin(camY*3.14159/180)
  b = 0
  for y = 1 to resY
    w  = -yres / y
    v =  resX*w - camY
    u = -xres*w + camX
    for x = 1 to resX
      c = (u xor v) and 255
      buffer(b+x) = rgb(c,c,c)
      u = u + w
    next
    b = b + resX
  next
  ptc_update@buffer(1)
wend
ptc_close
end 0

56
General chat / Happy Birthday Ferris
« on: December 27, 2007 »
 :cheers:

Happy bday dude

Hope ya have a good one

57
General chat / Happy Thanksgiving
« on: November 22, 2007 »
Im celebrating here in LA and man its good to be reunited with my cousins. I hope all the american members of this forum have a good time.
 :cheers:

58
General chat / Happy Birthday nystep
« on: November 11, 2007 »
Happy Birthday buddy  :buddies:

Hope you have a great one  :cheers:

59
Here is a nice little routine that will allow for circles of any radius length and moving at any speed to collide with a finite line segment. Not only does this routine detect the collision it goes one further and repositions the circle so that it just touches the line segment. Use it freely, I got my inspiration for this routine from the following tutorial, I didn't just cut and paste it's my own interpretation of the solution.

  http://www.harveycartel.org/metanet/tutorials/tutorialA.html

I'm very happy with how it works but I want to optimise it to the maximum and was wondering if anybody can figure out a way to remove the square roots. I know that this can be done easily within if statements by simply squaring the other value in the comparison ex:
Code: [Select]
if (b   > sqrt(a))  rem this is equivelent to below
if (b*b > a)        rem this is equivelent to above
Can this trick be done to the values themselves? I cant seem to get it to work. Any ways here is the code for anyone who is interested

Edit :
Code: [Select]
  bx = x2 - x1
  by = y2 - y1
  B = sqrt(bx*bx + by*by)
  cs = r * by / B
  sn = r * bx / B
Thats the square root I'm trying to eliminate. would it be possible if I squared bx,by then divided by B without a square root in sight

60
Well here is my entry for the compo it runs in the ps2Yabasic emulator (Jims emulator) get it here:

http://members.iinet.net.au/~jimshaw/Yabasic/ps2yabasic1.6b3.zip

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