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World: r3wp

[Rebol School] Rebol School

Steeve
16-Feb-2009
[2062]
yep, i loved it very much
Vladimir
16-Feb-2009
[2063]
@Henrik: Im into demoscene :) Im one of those retrofreaks.... :) 
I made couple of never released games during 80s and 90s... As a 
matter of fact I never stopped coding for C64... Graphic routines, 
hardware projects, testing new effects.... Its a hobby for life....

@Steeve: I know your work :) I was impressed with galaga :) and I 
agree fully in using rebol as help for coding. I use it often to 
make table generators, and creating include files for c64 assembler.
Steeve
16-Feb-2009
[2064]
wooowww, someone who like my demo, i'm flattered :)
Henrik
16-Feb-2009
[2065]
BTW, Rebcode is  pretty good for making some pixelbased graphics. 
Cyphre made some interesting demos when it was first prototyped. 
Geomol made a voxel engine.
Steeve
16-Feb-2009
[2066]
yeah agreed, but i'm afraid it"s not anymore possible with R3
Pekr
16-Feb-2009
[2067]
Rebcode is the history, though, as R3 models does not provide significant 
speed-up, to be worth inclusion (said speed-up is only something 
like 3x normal REBOL code)
Henrik
16-Feb-2009
[2068]
not yet at least. we'll see what happens in this area.
Pekr
16-Feb-2009
[2069]
BrianH has some other ideas in mind, of how to possibly improve the 
situation though ...
Henrik
16-Feb-2009
[2070]
for those things rebcode was limited by SHOW in R2 and lacked some 
better pixel write routines.
Vladimir
16-Feb-2009
[2071]
We'll have some decent openGl implementation... right? :)
Henrik
16-Feb-2009
[2072]
perhaps someday if/when Cyphre comes back :-)
Vladimir
16-Feb-2009
[2073]
until than here is what can be done in rebol during two coffees... 
:)
http://www.visaprom.com/tunel.r
Steeve
16-Feb-2009
[2074]
in my demo (galaga) , actually i was limited by by the framerate 
of show, not by the inner speed of rebcode
Henrik
16-Feb-2009
[2075]
vladimir, very cool!
Steeve
16-Feb-2009
[2076]
and the sound port implementation was bugy too, as we know
Anton
16-Feb-2009
[2077]
Not bad :) Looking code...
Vladimir
16-Feb-2009
[2078]
its rough code.... map for level should be made from tiles, and the 
moving should be twice smoother.... than it would be same as on atari....

And it uses atari resolution.... and I did scaling in software... 
each atari pixel is actually 4x4 pixels in image....
Is there a way to scale image using hardware in rebol?
Henrik
16-Feb-2009
[2079]
no, but you can smooth image scaling
Steeve
16-Feb-2009
[2080]
yes Vlad, your code is clean, i see the inheritance of a good asm 
coder
Vladimir
16-Feb-2009
[2081x2]
hehehe :) thanks.... it could be cleaner :)
maybe I didn't need that much parenthesis but thats just to be sure.... 
:)
Henrik
16-Feb-2009
[2083]
there are probably optimizations that can be made there.
Steeve
16-Feb-2009
[2084]
hmm, i coold try to port your code in R3 if you want
Anton
16-Feb-2009
[2085]
img: make image! 4x4
poke img 1x1 red
poke img 2x2 white
view layout [image img (img/size * 8)]
Vladimir
16-Feb-2009
[2086]
Just remember, this was just made to find out if  calculations made 
on a napkin in a restaurant were correct :)

This script proved my math skills are still valid and now I need 
to implement them in 6510 asm... :)
Would be nice to see it in R3..... How is vid advancing in R3 ?
Steeve
16-Feb-2009
[2087x2]
it's advancing...
Acutally, it's enough to handle drawings at bitmaps level
no need of Vid for your purpose
Vladimir
16-Feb-2009
[2089]
why? is there some other way of displaying pictures in R3...?
Steeve
16-Feb-2009
[2090]
sure, you have to use gobs, wait a minute i rewrite your code....
Vladimir
16-Feb-2009
[2091]
ok.... Ill go make coffee.... looks like coding time :)
Steeve
16-Feb-2009
[2092]
beer for me, please
Henrik
16-Feb-2009
[2093x4]
probably get rid of FOR. it's a heavy mezzanine.
BTW, there are bugs in image! in R3, so colors might be wrong.
vladimir, GOBs are graphical objects blocks, light weight constructs 
that are the foundations of all graphics in R3.
a FACE in R2 would almost be the equivalent, although faces are more 
complex and heavier.
Anton
16-Feb-2009
[2097]
Another way to make tunnel effects.
do http://anton.wildit.net.au/rebol/demo/rebol-stargate1.0.2.r
Vladimir
16-Feb-2009
[2098]
I knew about gobs, I just thought you need vid for them.... :)
Pekr
16-Feb-2009
[2099]
Vladimir - actually no - gob! is very low level, structure. Demos 
of former alpha, e.g. 1000cows, proved that R3 engine is much faster. 
Sometimes 10-20 times. Whole rendering back-end was switched to AGG 
renderer. So - still not HW accelerated, but decently fast.
Vladimir
16-Feb-2009
[2100]
Anton, impressive!
BrianH
16-Feb-2009
[2101]
In theory, it would be easier to hardware accellerate AGG than the 
old View.
Vladimir
16-Feb-2009
[2102]
I'll wait to see what will Steeve write and than it will be clearer 
:)
Henrik
16-Feb-2009
[2103]
I think the point of GOBs was both to be lightweight and fast and 
also to be hardware acceleratable (if that's a word :-))
BrianH
16-Feb-2009
[2104]
accelerable
Henrik
16-Feb-2009
[2105]
hmm :-)
Steeve
16-Feb-2009
[2106]
guys, can you check that in R3, it's crashing here:
>>make image! 640x400
Anton
16-Feb-2009
[2107]
All the heavy work is done using face/effect/draw dialect.
BrianH
16-Feb-2009
[2108]
That's a known bug, in CureCode already.
Steeve
16-Feb-2009
[2109x2]
*hmmm...
sorry Vlad, i'm afraid, i can't port your demo in R3 with this bug
Henrik
16-Feb-2009
[2111]
image! is broken in multiple places