World: r3wp
[Rebol School] Rebol School
older newer | first last |
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 |
Anton 16-Feb-2009 [2112] | It crashes for me when image height is > ~175 |
BrianH 16-Feb-2009 [2113] | Btw, here are the reasons there won't be a compatible rebcode forr R3: - R3 function parameter and local word references are 28% slower because of new function word model. - R3 function calls are much faster because of typesets and the new function word model. - There's a *lot* more natives, including all of the loop functions, iirc. That first one would slow down rebcode even more than functions because even more of its overhead is word references. The last two mean that REBOL code will be a *lot* faster, so the relative speedup of rebcode is less. |
Pekr 16-Feb-2009 [2114] | Vladimir - I wonder if you checked demos in Desktop section of Viewtop? Go to rebol.com and then Contest folder. Look e.g. at Cyphre's demo called Quick Hack ... |
BrianH 16-Feb-2009 [2115] | Those reasons are why R2-style rebcode isn't worth the trouble to make in R3. What *would* be worth making would be a *different* rebcode that would be even faster :) |
Henrik 16-Feb-2009 [2116] | Anton, it crashes under R2? |
Anton 16-Feb-2009 [2117] | no no, under R3, of course. |
Henrik 16-Feb-2009 [2118] | ah, good. I mean, bad. :-) |
Anton 16-Feb-2009 [2119] | We can still play with R2 graphics until R3 stabilizes. |
older newer | first last |