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CraftOS 2.0 - Dan's Secret Project

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#544 Creeper9207

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Posted 01 January 2016 - 02:27 AM

He's working on it again! Yes!

#545 oeed

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Posted 01 January 2016 - 09:00 AM

Yeah, so firstly, the suspected resolution confirmed :D

Posted Image

Secondly, I have a feeling the hour glass might be indicating when it'll be out. Oh Dan you sneaky bugger ;)

Posted Image

In Silica news: I've decided to call the Silica based OS 'Quartz' (quartz is a mineral composed of silica), it's under top secret wraps, but it's gonna be freakin' awesome.

Finally, post number 2000. Woot woot!

#546 ScoutCD10

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Posted 01 January 2016 - 10:15 AM

That's great! Finally a new CraftOS 2.0 sneak peek screenshot! 320x300 resolution confirmed!
When it comes out i will start to recreate Jet Set Willy

#547 CaosTECH

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Posted 01 January 2016 - 03:21 PM

This looks awesome... I can't wait to see all the new features

#548 Creeper9207

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Posted 01 January 2016 - 08:37 PM

*downloads silica, no room to download anything else*

#549 oeed

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Posted 02 January 2016 - 05:02 AM

Actually, I've just noticed something else...

Posted Image

Posted Image


Current screen coordinates... a cursor...?

I'm placing a bet on mouse_moved or something similar. Mightn't seem huge, but it is really. Mouse hover effects, mouse enter/exit events, context based cursors (loading cursors, etc.) and cool stuff for games.

#550 Creator

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Posted 02 January 2016 - 08:47 AM

In my opinion it would be reasonable to get mouse_moved events AND window.getMousePos()

Edited by Creator, 02 January 2016 - 10:37 PM.


#551 Creeper9207

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Posted 02 January 2016 - 08:52 AM

3d FP Games can be a reality now

#552 MagicCraftMaster

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Posted 02 January 2016 - 08:46 PM

Honestly i would just like to see this added to ComputerCraft especially if it is optional tiny pixels it would unlock so many possibilities. for instance if it is tiny pixel with a new program you could create custom Character sets and game sprites would be a thing. even if this is not intended for computercraft i think it should be a feature for the computers and programmers it would be one of the greatest thing to happen yet. Dan200 please be generous and add this or tiny pixels to your mod. :)

#553 Bomb Bloke

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Posted 03 January 2016 - 02:19 AM

View PostMagicCraftMaster, on 02 January 2016 - 08:46 PM, said:

Dan200 please be generous and add this or tiny pixels to your mod. :)

Many server owners would probably say, "please be generous, and don't!".

Currently it's possible to represent a regular ComputerCraft display using 1,938 bytes (assuming the data isn't compressed, and assuming it's packaged without wastage). That's for a 51x19 character display requiring two bytes to represent each character (one for the symbol, the other for the text and background colours).

A 320x200 pixel display, on the other hand, would require half a byte per pixel (assuming the same colour depth)... which adds up to 32,000 bytes (over sixteen times the data). Couple that with everything else that goes on in a Minecraft world, and the load on servers adds up.

#554 SquidDev

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Posted 07 January 2016 - 09:01 PM

No "new features", but some interesting implementation detail: these three tweets suggest there is some .Net/C/Lua interop going on, which implies that the core is written in .Net, with a conventional Lua VM (rather than a pute Java or .Net implementation). If its written in .Net there might be some scope for plugins, but we will have to see :).

#555 oeed

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Posted 07 January 2016 - 10:16 PM

View PostSquidDev, on 07 January 2016 - 09:01 PM, said:

No "new features", but some interesting implementation detail: these three tweets suggest there is some .Net/C/Lua interop going on, which implies that the core is written in .Net, with a conventional Lua VM (rather than a pute Java or .Net implementation). If its written in .Net there might be some scope for plugins, but we will have to see :).

I'm still just praying he uses LuaJIT.

There isn't any form of hardware acceleration or GPU access in Lua is there? It does seem a bit restrictive doing everything on CPU.

#556 apemanzilla

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Posted 07 January 2016 - 10:29 PM

View Postoeed, on 07 January 2016 - 10:16 PM, said:

View PostSquidDev, on 07 January 2016 - 09:01 PM, said:

No "new features", but some interesting implementation detail: these three tweets suggest there is some .Net/C/Lua interop going on, which implies that the core is written in .Net, with a conventional Lua VM (rather than a pute Java or .Net implementation). If its written in .Net there might be some scope for plugins, but we will have to see :).

I'm still just praying he uses LuaJIT.

There isn't any form of hardware acceleration or GPU access in Lua is there? It does seem a bit restrictive doing everything on CPU.

Funny you should ask, I had been looking at OpenCL for Lua recently if that's what you mean. Also, there's LuaGL which lets you use OpenGL.

#557 3d6

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Posted 08 January 2016 - 12:31 AM

View PostBomb Bloke, on 03 January 2016 - 02:19 AM, said:

View PostMagicCraftMaster, on 02 January 2016 - 08:46 PM, said:

Dan200 please be generous and add this or tiny pixels to your mod. :)

Many server owners would probably say, "please be generous, and don't!".

Currently it's possible to represent a regular ComputerCraft display using 1,938 bytes (assuming the data isn't compressed, and assuming it's packaged without wastage). That's for a 51x19 character display requiring two bytes to represent each character (one for the symbol, the other for the text and background colours).

A 320x200 pixel display, on the other hand, would require half a byte per pixel (assuming the same colour depth)... which adds up to 32,000 bytes (over sixteen times the data). Couple that with everything else that goes on in a Minecraft world, and the load on servers adds up.

It could be a system where tiles and their palettes are defined and drawn onto the screen as though they were characters. Everything in the screenshot appears to be in little 8x8 tiles with no more than 8 different colors in each.

#558 CaosTECH

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Posted 14 January 2016 - 06:44 PM

View Post3d6, on 08 January 2016 - 12:31 AM, said:

View PostBomb Bloke, on 03 January 2016 - 02:19 AM, said:

View PostMagicCraftMaster, on 02 January 2016 - 08:46 PM, said:

Dan200 please be generous and add this or tiny pixels to your mod. :)

Many server owners would probably say, "please be generous, and don't!".

Currently it's possible to represent a regular ComputerCraft display using 1,938 bytes (assuming the data isn't compressed, and assuming it's packaged without wastage). That's for a 51x19 character display requiring two bytes to represent each character (one for the symbol, the other for the text and background colours).

A 320x200 pixel display, on the other hand, would require half a byte per pixel (assuming the same colour depth)... which adds up to 32,000 bytes (over sixteen times the data). Couple that with everything else that goes on in a Minecraft world, and the load on servers adds up.

It could be a system where tiles and their palettes are defined and drawn onto the screen as though they were characters. Everything in the screenshot appears to be in little 8x8 tiles with no more than 8 different colors in each.

does seem so

#559 oeed

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Posted 14 January 2016 - 10:10 PM

Posted Image

Looks like Dan's been trying to fix the image format problem too.

I'm interested to know how small the images are. The new format ardera's been creating can get as low as 20% of the original (painutils) size.

#560 Bomb Bloke

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Posted 15 January 2016 - 01:05 AM

Off the top of my head, an image like that would be somewhere below 32kb - probably something like half that figure. Hard to be exact as TGA supports RLE.

The paintutils image format is built to be "easy" rather than "efficient". With that, you can draw an image in Notepad if you want to.

#561 FUNCTION MAN!

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Posted 15 January 2016 - 01:11 AM

I'm less concerned with image formats and more concerned with the fact that the GPU can access the file system.

#562 HPWebcamAble

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Posted 15 January 2016 - 01:15 AM

View PostFUNCTION MAN!, on 15 January 2016 - 01:11 AM, said:

I'm less concerned with image formats and more concerned with the fact that the GPU can access the file system.

Why is that concerning?

#563 dan200

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Posted 15 January 2016 - 01:37 AM

I may go back on this later, but right now, the filesystem is a shared resource which all devices can access (as is the main memory). A benefit of this is it allows the Lua CPU to be "just another device" without any special privileges.





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