Stupid python. There was an issue with page caching it would seem, so I turned it off!
I will certainly continue to develop it. I always intended to release the code I just wanted it to be a more complete release but since I haven't had too much time to give it recently I thought I'd give...
These are the sources for this program.
I've decided to release the sources because development has slowed a little too much for my liking. I will continue development at my own pace and of course patches and comments are welcome. The sources are in pretty good shape and should be fairly...
I have updated the archive. There are quite a few changes, they are:
1) Targetting has changed, now cubes are tagged when A is held down and destroyed when it is realased. You can only tag 5 cubes at once. It's kinda like an instant missile lock.
2) Merged the view and perspective matrices which...
Thank-you. The random diagonal lines are a punishment ;) for letting a cube slip by. They occur when a cube reaches the camera origin all the maths go haywire. I think I have it fixed in my dev version but I need to check it out before I update it. As for the possibilities, the backend is quite...
Thanks and thanks for the (now included) icon. Is the lag bad. I can't get it to lag really badly except when it's drawing the stupid lines when a cube goes throught the camera. I will improve the cube reset procedure, it could use it!
Cheers
Charlie
Edit: Oh yeah by the way the launch script...
I can't find the original link, it was like 2-3 yrs ago. I would guess that you could do a simple test with a flashlight and a 2 pieces of polarizing material.
First check that I'm not full of it by putting one piece of polarizer over the light and rotating the other in front of your eyes to see...
I remember reading about this idea quite a while ago and one of the big issues with it is that modern projection screens are designed to scatter the light that hits it because the image won't get bright reflection spots. The problem with this is that it will disrupt the polarisation of your two...
The game I've been working on has finally reached bare minimum playability.
Don't expect too much but I think it's quite cool and fun even at this early stage.
Make sure you run the launch.gpe because the wire3d.gpe will not restart the menu system when it's done. You have been warned.
Get it...
After much searching and hair pulling I found that the following re-encoding works quite nicely
mencoder bad.avi -ovc xvid -oac mp3lame -xvidencopts bitrate=300 -vf scale=320:-3 -lameopts abr:br=98 -o good.avi
I'd still appreciate any input anyone else could give.
Cheers
Charlie
I'm having a problem playing an Xvid that I (ahem) aquired. It was part of a bunch of (ahem) episodes. Some of them play just fine (great in fact) bit some of them are really mangled. The nature of the mangling is that the sound plays on but I get random frames maybe 1 frame every 5 seconds and...
Yeah, that's kinda what I was hoping to do. I have got my pocketsnes game up to the ship graveyard but not into the water yet. I will let you know how it looks.
C
I've just started playing FF5 with squidgesnes and I find myself in a tricky position. I am in the ship graveyard section and whenever I go underwater all I can see is the water. I can't even see my own sprite. tried monkeying with the layers but if I remove the water layer all I get is my...
I think you'll probably find that keeping track of the required level of accuracy is a lost easier than re-implementing everything to use a rational type.
C
It helps if you never actually do the 38/100 calculation. To actually achieve this you basically have to define each operation (+-*/) using only rationals. Some of these will be easier than others. Then when you read a user's input (e.g. 2.38) you parse it into a rational (2+38/100), do your...
In that case you should use a different strategy:
You can use double floats (sorry I don't know fenix) but then you are likely to get errors that are 0.0000000000001.
You can keep track of the accuracy of the input and throw the rest away.
i.e.
32 has 0 decimal places
2.38 has 2 decimal places...
You can't. Any floating point operation is likely to get very small errors like this. Don't worry about it. That 0.000001 will not hurt you (unless you use == ).
C
P.S. This document might help
If you are asking whether there is a floating point type that is not afflicted by these problems then the answer is no. It is a characteristic of the way floating point maths are done so you may get different results from different floating point libraries but some inaccuracy will always be...
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