#544
Posted 01 January 2016 - 02:27 AM
#545
Posted 01 January 2016 - 09:00 AM

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

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
Posted 01 January 2016 - 10:15 AM
When it comes out i will start to recreate Jet Set Willy
#547
Posted 01 January 2016 - 03:21 PM
#548
Posted 01 January 2016 - 08:37 PM
#549
Posted 02 January 2016 - 05:02 AM


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
Posted 02 January 2016 - 08:47 AM
Edited by Creator, 02 January 2016 - 10:37 PM.
#551
Posted 02 January 2016 - 08:52 AM
#552
Posted 02 January 2016 - 08:46 PM
#553
Posted 03 January 2016 - 02:19 AM
MagicCraftMaster, on 02 January 2016 - 08:46 PM, said:
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
Posted 07 January 2016 - 09:01 PM
#555
Posted 07 January 2016 - 10:16 PM
SquidDev, on 07 January 2016 - 09:01 PM, said:
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
Posted 07 January 2016 - 10:29 PM
oeed, on 07 January 2016 - 10:16 PM, said:
SquidDev, on 07 January 2016 - 09:01 PM, said:
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
Posted 08 January 2016 - 12:31 AM
Bomb Bloke, on 03 January 2016 - 02:19 AM, said:
MagicCraftMaster, on 02 January 2016 - 08:46 PM, said:
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
Posted 14 January 2016 - 06:44 PM
3d6, on 08 January 2016 - 12:31 AM, said:
Bomb Bloke, on 03 January 2016 - 02:19 AM, said:
MagicCraftMaster, on 02 January 2016 - 08:46 PM, said:
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
Posted 14 January 2016 - 10:10 PM

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
Posted 15 January 2016 - 01:05 AM
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
Posted 15 January 2016 - 01:11 AM
#563
Posted 15 January 2016 - 01:37 AM
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