And well without pixel control or anything like that CC will stay very limited in what is possible with it
[1.4/1.5] Pixel Manipulation
#41
Posted 16 August 2012 - 10:25 PM
And well without pixel control or anything like that CC will stay very limited in what is possible with it
#42
Posted 17 August 2012 - 08:16 AM
luanub, on 16 August 2012 - 10:03 PM, said:
RP also uses your systems/servers hardware differently
And then the server will refuse to send screen updates that quickly, and everyone will stop making high-res animated games in SMP because of the lag - it wouldn't be Minecraft that lagged, just that in-game computer.
#43
Posted 17 August 2012 - 08:34 AM
immibis, on 17 August 2012 - 08:16 AM, said:
luanub, on 16 August 2012 - 10:03 PM, said:
RP also uses your systems/servers hardware differently
And then the server will refuse to send screen updates that quickly, and everyone will stop making high-res animated games in SMP because of the lag - it wouldn't be Minecraft that lagged, just that in-game computer.
With the way that CC uses the servers hardware it would lag the entire server. Unlike RP, CC's computers has full access to the systems resources. RP is limited to the ram modules you install 8KB isn't much if your running a system with 4GB each CC computer gets access to the full 4GB. On the CPU side RP has access to a 1MHz CPU while each CC computer has you're entire CPU(most these days are well over 2GHz) available to it. Due to that if people were hamming it that hard it would lag the entire server, possibly even crash it.
#44
Posted 17 August 2012 - 09:18 AM
luanub, on 17 August 2012 - 08:34 AM, said:
immibis, on 17 August 2012 - 08:16 AM, said:
luanub, on 16 August 2012 - 10:03 PM, said:
RP also uses your systems/servers hardware differently
And then the server will refuse to send screen updates that quickly, and everyone will stop making high-res animated games in SMP because of the lag - it wouldn't be Minecraft that lagged, just that in-game computer.
With the way that CC uses the servers hardware it would lag the entire server. Unlike RP, CC's computers has full access to the systems resources. RP is limited to the ram modules you install 8KB isn't much if your running a system with 4GB each CC computer gets access to the full 4GB. On the CPU side RP has access to a 1MHz CPU while each CC computer has you're entire CPU(most these days are well over 2GHz) available to it. Due to that if people were hamming it that hard it would lag the entire server, possibly even crash it.
What are you talking about? It would be no different than any other script running on a computer. Providing we have the correct server side control.
#45
Posted 17 August 2012 - 01:39 PM
Cloudy, on 17 August 2012 - 09:18 AM, said:
luanub, on 17 August 2012 - 08:34 AM, said:
immibis, on 17 August 2012 - 08:16 AM, said:
With the way that CC uses the servers hardware it would lag the entire server. Unlike RP, CC's computers has full access to the systems resources. RP is limited to the ram modules you install 8KB isn't much if your running a system with 4GB each CC computer gets access to the full 4GB. On the CPU side RP has access to a 1MHz CPU while each CC computer has you're entire CPU(most these days are well over 2GHz) available to it. Due to that if people were hamming it that hard it would lag the entire server, possibly even crash it.
What are you talking about? It would be no different than any other script running on a computer. Providing we have the correct server side control.
This. I meant that the rate of updates should be limited, so that using pixels is a trade-off between refresh rate and resolution. If you use pixels, you get more resolution, but can't update the screen as quickly. If you use text, you can update the screen quickly, but only get text.
Semi-related, there should be block and line drawing characters in CC, something like [url=http://en.wikipedia.org/wiki/Code_page_437]code page 437[/code]
#46
Posted 17 August 2012 - 02:20 PM
So you can write 20 lines of text per second or spend two seconds to draw one 5x8 symbol.
#47
Posted 17 August 2012 - 02:22 PM
#48
Posted 17 August 2012 - 02:26 PM
As a config choice or a picture swap. or ...
#50
Posted 25 August 2012 - 01:03 AM
Sebra, on 17 August 2012 - 02:20 PM, said:
So you can write 20 lines of text per second or spend two seconds to draw one 5x8 symbol.
Also, I would agree with this if provided with the ability to combine multiple coordinates into a single update, so, while I could spend two seconds to draw one 5x8 symbol, I could also put all the points into a table or something similar and call a special set function which would draw the whole 5x8 character in one go. So basically what I would request if such a limitation were added would be a method of combining points similar to how, in the redstone api, I can combine bundled cable colors to change them all with one function.
#51
Posted 25 August 2012 - 10:42 AM
#52
Posted 28 August 2012 - 12:40 AM
[] = unused
, = option seperator
clear -> 0x0[0000000]
fill true -> 0x1[000000],1
fill false -> 0x1[000000],0
plot 400, 144, true -> 0x2,190,90,1[0]
plot 400, 144, false -> 0x2,190,90,0[0]
You probably get the rest... And It DOESN'T HAVE TO BE LIMITED TO 32BIT(4bytes)
#53
Posted 29 August 2012 - 03:19 AM
ds84182, on 28 August 2012 - 12:40 AM, said:
Like display lists in OpenGL? I like it.
#54
Posted 05 September 2012 - 11:34 PM
#55
Posted 06 September 2012 - 01:03 AM
GopherAtl, on 05 September 2012 - 11:34 PM, said:
#56
Posted 06 September 2012 - 03:41 PM
#57
Posted 07 September 2012 - 11:05 PM
GopherAtl, on 06 September 2012 - 03:41 PM, said:
If they are so trivial, I'd love to see some examples of such calculations. I assume you have some you'd be willing to share with the community?
#58
Posted 08 September 2012 - 05:28 AM
Just threw together a basic line drawing function in terminal, and a program to use it to do a basic dancing line. Time so far: ~45 minutes. Later will make a logo API with penUp/Down, penChar, turn, turnTo, forward, and moveTo functions.
http://pastebin.com/iJYzitra
works with any size monitors if you run it as "monitor <side> dancingLine" (or whatever you named it in the pastebin get)
stop with ctrl-T
:edit:
after a break went back and spent another 45 mins or so of effort. Now have logo API...
http://pastebin.com/vn5B8ZUg (save as "logo" for the sample program to load and use it properly)
and the sample program...
http://pastebin.com/QyCQAhqP
#59
Posted 09 September 2012 - 04:29 AM
#60
Posted 09 September 2012 - 05:48 AM
My only point was that the arguments against vector graphics shouldn't include complexity or computational cost, and in fact from a technical standpoint they have advantages in reduced memory, and thus bandwidth, load for the server.
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