@derek19062 umm that would be the "inner-net" not internet. inter means from one to the other such as in international, intergalactic and interdemensional.
In basic i built 2 rotation programs that work fairly quick
The first one i build is just rotating a cube in which you can rotate along the x,y,z axis by both the arrow keys, or a comman, toggle whether there is a perspective viewing or not, and if so where the perspective is, you can mirror the cube and choose whether it is a wire frame or only what would be visible, you can reset it completely or just undo moves however far back you want
The next program i built you can actually draw a 3d picture, it sections so that each quarter is a different view, so you have a top front and side (or xy, yz, xz planes) and the lats quarter is the isometric view of the object as you are drawing it, and it as actually decently fast, After you are done drawing you can choose any of the options that where on the cube one accept a "what you would see only" view
I guess i'll have to charge up my batterey on my camera and film it then, I'll link it to you when i put it on. If you like it and have any question's i'll be glad to help you, or sned the code to you
Great job! Excellent rotation. I'm making a poly-line 3d engine myself, but I haven't been in the mood to think about how the sin and cos expressions work so I've only implemented 90 degree rotation so far where I just store the x co-ord to the z co-ord, and the z co-ord to the x co-ord, which in effect rotates the model around the Y-coord in 90 degree increments. Your engine appears to have true rotation by any degree, but not on all axis though. I gotta give sin and cos a good think out.
However I've got pretty solid translation along all three axis. So my engine handles 1 model at a time. Each model is stored as a set of points with 3 coord where L1(1-n)is x, L2(1-n) is y, and L3(1-n) is z coord. these stay centered around 0 So i can rotate
Then, the model has world co-ord stored to A,B,C (representing x,y,z) which are used for translation.
This way the models points L1,L2,L3 remain centered around 0 for easy transform and scaling
There is L1 for points positions, like {p1x,p1y,p1z,p2x,p2y,p2z}->L1 (it was very annoying to create an object), and L2 for the links between points. For example : {1,2,2,3,3,1}->L2 means "a links between points 1 and 2, 2 and 3, 3 and 1".
The display program carries out the projection on the screen :
For each point which have 3 co-ords, it calculates the 2 co-ords of the corresponding point on the screnn wich will be displayed, according to the rotation. It uses sin and cos. Just do a diagram of the situation on paper : you can find how to use sin and cos with right-angled triangles (for one-axis rotation it is not too hard).
Then the point's distance to the screen comes : If the point is far from the screen, its screen co-ords will be reduced. That's why the back square of a cube is more little than the front square.
Well I've gotta go, I hope this was useful and you have understood me...
PS : Good luck for creating a 3D game on your calculator... I think this is impossible. It would be too slow and illegible. Actually some people put 3D programs on their calculator because they programed it on their computer and have compiled it : it is far more powerful, optimized and easy to code.
Can I see the program?
dkman97 2 weeks ago
Faster then the gtx580
MLPFiM 2 months ago
you should get extra credit :D
thePEOPLEperson1 2 months ago
@Haukthefurry and make toast
cronon94 5 months ago
so.... when do we see gta4 on this baby? lol
R2daE01 8 months ago 7
WOW super HD
RockstarHQ1 10 months ago
Damn. That runs almost as good as Crysis.
harper16 11 months ago
Try Axe Parser, it comes with a cube that ROTATES with smooth framerate.
whatamadman12 1 year ago
Emo secks uh...
xkyuz 1 year ago
programming basic on a calculator feels almost as nice as dropping your soapbar in the jail shower room
moptim 1 year ago
Im tryn to find a way to connect my calculator to the internet lol
any tips
RealFutureStar33 1 year ago
@RealFutureStar33
To connect to the internet:
You will need:
- a rope
- a net
Steps:
1. Stick the rope to your calculator.
2. Then connect it to the interior of the net, aka the "inter-net"
3. done
derek19062 7 months ago 3
@derek19062 umm that would be the "inner-net" not internet. inter means from one to the other such as in international, intergalactic and interdemensional.
ugogoo1 4 months ago
@Menox13 I know it xP
LPTheKiller 1 year ago
Now make Elite :D
DeathSlayer2 1 year ago
now try 4d
cronon94 1 year ago 24
In basic i built 2 rotation programs that work fairly quick
The first one i build is just rotating a cube in which you can rotate along the x,y,z axis by both the arrow keys, or a comman, toggle whether there is a perspective viewing or not, and if so where the perspective is, you can mirror the cube and choose whether it is a wire frame or only what would be visible, you can reset it completely or just undo moves however far back you want
xMrElix 2 years ago
The next program i built you can actually draw a 3d picture, it sections so that each quarter is a different view, so you have a top front and side (or xy, yz, xz planes) and the lats quarter is the isometric view of the object as you are drawing it, and it as actually decently fast, After you are done drawing you can choose any of the options that where on the cube one accept a "what you would see only" view
xMrElix 2 years ago
Hey, on what calculator did it run ?
Would be interesting to make a video 'bout it ;)
LPTheKiller 2 years ago
It was built on a TI-84 Plus
I guess i'll have to charge up my batterey on my camera and film it then, I'll link it to you when i put it on. If you like it and have any question's i'll be glad to help you, or sned the code to you
xMrElix 2 years ago
I am currently working on a 3d game engine on the calculator. msg me if u want it but i might not finish it
teenmilk1 2 years ago
Well, zDoom is basic and it seems to work fine...
Stephenlee5 2 years ago
HOLY *BEEP* ?
I have alot of things (useless most of the time) on my calc. This is useless, BUT SO AMAZING !
IllegalMavamaarten 2 years ago
that must have taken FOREVER to code.
ktracy999 2 years ago 13
a pretty good time :)
But sometimes school is sooo boring ...
LPTheKiller 2 years ago 20
Badass dude!
dorkforceti83 2 years ago
Comment removed
dnvegeta 3 years ago
Comment removed
dnvegeta 3 years ago
Great job! Excellent rotation. I'm making a poly-line 3d engine myself, but I haven't been in the mood to think about how the sin and cos expressions work so I've only implemented 90 degree rotation so far where I just store the x co-ord to the z co-ord, and the z co-ord to the x co-ord, which in effect rotates the model around the Y-coord in 90 degree increments. Your engine appears to have true rotation by any degree, but not on all axis though. I gotta give sin and cos a good think out.
dnvegeta 3 years ago
However I've got pretty solid translation along all three axis. So my engine handles 1 model at a time. Each model is stored as a set of points with 3 coord where L1(1-n)is x, L2(1-n) is y, and L3(1-n) is z coord. these stay centered around 0 So i can rotate
Then, the model has world co-ord stored to A,B,C (representing x,y,z) which are used for translation.
This way the models points L1,L2,L3 remain centered around 0 for easy transform and scaling
continued...
dnvegeta 3 years ago
Comment removed
dnvegeta 3 years ago
Comment removed
dnvegeta 3 years ago
Hi, thanks for your interest. I would enjoy to discuss it with you in details but I'm french and I don't speak english very well.
Indeed my engine has true rotation but only on one axis : you can set any rotation, then the object is displayed rotated around the vertical axis.
When I made it I didn't know the whole language of my calculator, and I didn't know the matrix. So I only used lists.
LPTheKiller 3 years ago
There is L1 for points positions, like {p1x,p1y,p1z,p2x,p2y,p2z}->L1 (it was very annoying to create an object), and L2 for the links between points. For example : {1,2,2,3,3,1}->L2 means "a links between points 1 and 2, 2 and 3, 3 and 1".
The display program carries out the projection on the screen :
LPTheKiller 3 years ago
For each point which have 3 co-ords, it calculates the 2 co-ords of the corresponding point on the screnn wich will be displayed, according to the rotation. It uses sin and cos. Just do a diagram of the situation on paper : you can find how to use sin and cos with right-angled triangles (for one-axis rotation it is not too hard).
LPTheKiller 3 years ago
Then the point's distance to the screen comes : If the point is far from the screen, its screen co-ords will be reduced. That's why the back square of a cube is more little than the front square.
Well I've gotta go, I hope this was useful and you have understood me...
LPTheKiller 3 years ago
PS : Good luck for creating a 3D game on your calculator... I think this is impossible. It would be too slow and illegible. Actually some people put 3D programs on their calculator because they programed it on their computer and have compiled it : it is far more powerful, optimized and easy to code.
LPTheKiller 3 years ago
thats cool
VideosImadeThatSuck 3 years ago