On 10/11/2013 08:20 AM, Jussi Lahtinen wrote:
> My brains jammed to think about that wrap function, and I think if you want
> function that wraps screen like in old video
> games, then is that C implementation really correct?
>
> They say that Wrap(-1, 1, 4) should return 3, but if you have travele
My brains jammed to think about that wrap function, and I think if you want
function that wraps screen like in old video
games, then is that C implementation really correct?
They say that Wrap(-1, 1, 4) should return 3, but if you have traveled two
steps over border of the screen (1 -> 0, 0 -> -1)
On 10/10/2013 06:02 PM, Benoît Minisini wrote:
> Le 10/10/2013 23:50, Kevin Fishburne a écrit :
>> On 10/10/2013 05:07 AM, Fabien Bodard wrote:
>>> Maybe some parts of your rendering engine must in final be in a lib like
>>> gb.sge
>> Is there a reference doc for that component? I don't see it in t
Le 10/10/2013 23:50, Kevin Fishburne a écrit :
> On 10/10/2013 05:07 AM, Fabien Bodard wrote:
>> Maybe some parts of your rendering engine must in final be in a lib like
>> gb.sge
>
> Is there a reference doc for that component? I don't see it in the wiki,
> but seem to remember someone mentioning
Maybe some parts of your rendering engine must in final be in a lib like
gb.sge
Le 9 oct. 2013 22:15, "Kevin Fishburne" a
écrit :
> On 10/09/2013 01:46 PM, Jussi Lahtinen wrote:
> > Are you using SDL, OpenGL?
> >
> > What is the map size?
> >
> > How many lines of code?
> > Run this on your proje
On 10/09/2013 01:46 PM, Jussi Lahtinen wrote:
> Are you using SDL, OpenGL?
>
> What is the map size?
>
> How many lines of code?
> Run this on your project folder to know:
> find . -name '*.class' -o -name '*.module' | xargs wc -l
>
> I have also written some game (RPG), but it seems I really don't
Are you using SDL, OpenGL?
What is the map size?
How many lines of code?
Run this on your project folder to know:
find . -name '*.class' -o -name '*.module' | xargs wc -l
I have also written some game (RPG), but it seems I really don't have time
for it.
Maybe some day. Also I have big problems t
On 10/08/2013 09:14 AM, Jussi Lahtinen wrote:
> http://stackoverflow.com/questions/707370/clean-efficient-algorithm-for-wrapping-integers-in-c
>> It's also possible that I mistranslated the C code in the above link, as
>> I don't know C.
>>
> Yes, because Gambas makes automatic conversions and thus
http://stackoverflow.com/questions/707370/clean-efficient-algorithm-for-wrapping-integers-in-c
>
> It's also possible that I mistranslated the C code in the above link, as
> I don't know C.
>
Yes, because Gambas makes automatic conversions and thus the line where
division is, gives sometimes
diffe
On 10/06/2013 07:08 AM, Jesus wrote:
> Hi, Kevin
>
> Well, as you know, screen coordinates start in the upper left corner and
> grow towards the right in the X axis and towards the bottom in the Y
> axis. Sorry if it's too obvious.
>
> So all operations on an hypothetical spaceship, must be done on
El 06/10/13 05:40, Kevin Fishburne escribió:
> Jesus Guardon said in the recent thread "Modulo operator returns wrong
> results ":
>
> Hi Paul et all
>
> When working with some video games, there are a feature called
> wraparound or screen wrap. It consists on objects leaving one sid
Jesus Guardon said in the recent thread "Modulo operator returns wrong
results ":
Hi Paul et all
When working with some video games, there are a feature called
wraparound or screen wrap. It consists on objects leaving one side of
the screen that immediately reappear on the opposi
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