World: r3wp
[Rebol School] Rebol School
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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 |
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