Digimind information 153 glöps
- general:
- level: user
- personal:
- 1k Windows City by helicopter by Digimind
- Youtube video
- isokadded on the 2012-08-04 22:57:18
- demotool Windows 4klang by Alcatraz [web]
- tone:
I confirm crashing on otherwise pretty stable config (winxp-32).
And why not use 4klang_examples/Example instead? It results in smaller file and doesn't crash.
- rulezadded on the 2012-06-06 18:28:09
- 32b MS-Dos city32 by fsqrt [web]
- That's because an exception is generated when a two-byte operation crosses a segment boundary, i.e. accessing a word at the address seg:0ffffh.
- rulezadded on the 2011-12-19 11:28:55
- 4k Windows Terraformers by Digimind & Silent
- gopher:
yep, now I prefer triangles with global ambient occlusion over raymarching with local crease darkening :)
- isokadded on the 2011-08-09 01:40:32
- 4k Windows Collideride by Digimind & Silent
- Pirx:
only selected prods on my website because I always wondered why people list all their works, resulting in gems being lost among the stones. - isokadded on the 2010-08-10 01:24:27
- 256b MS-Dos Neon Station by Digimind
- Re: sources.
Even first c++ version is unreadable due to optimization, so short explanation would be better.
Re: rendering.
There is not much choice for 3D with a free camera in 256b world, so raytracing is used.
Re: camera movement.
Camera position is a Lissajous 3D curve with 2 sinewaves. Camera direction is calculated as a derivative of position to always look forward.
Re: maze generation.
There were no bytes left for maze generation so I had to reuse camera movement code. I just initialized 3D array to mark all cubic cells as non-empty. Then during precalculation I send the camera through this array for thousands of iterations and mark each visited cell as empty. Since camera path varies slightly with each iteration, it clears a lot of space. In this way there is also a nice property during rendering that camera never touches the wall - automatically.
- isokadded on the 2010-03-20 10:22:07
- 256b MS-Dos Microflow by Digimind
- rrrola:
the last thing I wanted is another animated texture generator! come on, the intention was in completely different field :)
also, you're right about the bloated code, sorry. this was a fast hack with last-minute c++ to asm manual conversion without proper optimization stage... - isokadded on the 2009-09-21 13:32:17
- 256b MS-Dos Neon Station by Digimind
- mic_:
By default DOSbox runs real-mode .com programs in slower mode. You can speed it up by setting following values in DOSBox.conf:
Code:core=dynamic cycles=max
- isokadded on the 2008-03-19 20:09:31
- 256b MS-Dos Neon Station by Digimind
rrrola:
thanks for minireview
> You can save 1 byte by using "sbb di,di"
sure, but I usually stop optimizing when size-limit is reached :)
> What happens when [102h] (the timer) becomes >8000h again?
well, it does precalc again and then intro continues
> What's the cause for snow? Quantization errors at 1B8h?
I'm not really sure... maybe these dots are sparks from high voltage needed for neon extraction
> Thanks for the neat effect and hours of disassembling fun.
now imagine few days of assembling fun when first highly optimized version turned out to be 330+ bytes without any obvious ways to remove more than a few bytes so I seriously considered giving up the project :)
- isokadded on the 2008-03-13 11:59:19
account created on the 2005-05-26 17:59:12