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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 25 Sep 2006 02:11:51 am    Post subject:

Gravlab was a little test program i made in TI-basic, a demo of a falling and bouncing ball. For my senior assignment (or w/e you call that in English), i decided to remake it in ASM/Basic.
In essence, it's now a physically accurate simulation of a ball falling in vacuum. Features i plan to add are multiple objects, friction, realistic collision , shooting the ball (giving it a certain start velocity) and maybe even wind.
I don't plan to use it in a game, it's main purpose is demonstration in physics class, clarifying gravity. Similar programs are already used in physics class, but usually the teacher does the settings and the students only watch. Gravlab II would allow every student to figure it out by themself.

Basic/ASM means that the main menu and user input is written in TI Basic, but the actual graphical simulation (where accuracy and speed are so very much needed) is 100% Assembly without any rom calls in the main loop.

a screenie:

Values here are acceleration of $00,$00,$01 and frameskip of $80.
In human, that means the acceleration is 1/65536th of a pixel, but it only draws one in 128 frames (so it runs at a decent speed). It's kinda jumpy now, but that's because most of the speed is spent on calculating. Higher acceleration is recommended, so you can lower the frameskip for a smoother picture. You lose a bit of accuracy though, but that shouldn't matter because the speed barely goes above 1pixel anyway (the problem with these is that if your speed is too high, objects will fall through each other).

Yeah baby! I'm back, and better than ever. I guess i can't go without my old love UnitedTI Good Idea
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AlienCC
Creative Receptacle!


Know-It-All


Joined: 24 May 2003
Posts: 1927

Posted: 25 Sep 2006 05:00:03 am    Post subject:

Welcome back.

--AlienCC
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 25 Sep 2006 06:33:07 am    Post subject:

We definately missed you. Welcome back.

I like the idea of gravlab. It sounds like a useful program.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 25 Sep 2006 12:15:05 pm    Post subject:

Hey! Leo's back!

Cool to see new physics documentation getting out.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 25 Sep 2006 04:22:30 pm    Post subject:

Welcome back! My physics teacher would love this so much. She's a very technology person, and also the first teacher I've known to actually write a program on a calculator.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 25 Sep 2006 04:33:52 pm    Post subject:

DarkerLine wrote:
Welcome back! My physics teacher would love this so much. She's a very technology person, and also the first teacher I've known to actually write a program on a calculator.
[post="88968"]<{POST_SNAPBACK}>[/post]



you mean that you've known personally? since thornahawk definitely writes his own programs...
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Sage Orator


Advanced Member


Joined: 23 Apr 2006
Posts: 337

Posted: 25 Sep 2006 04:50:32 pm    Post subject:

I saw this over on Maxcoderz, looks very good and useful.

I think that's what he meant. I've had a teacher who used to program a lot, took a class, so he let me program a lot.
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Fallen Ghost


Elite


Joined: 15 Jun 2006
Posts: 955

Posted: 25 Sep 2006 05:27:16 pm    Post subject:

That would be fun to have physics like that in a game...

BTW, that's a fun thing, both ACC and Leofox came back.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 25 Sep 2006 05:49:56 pm    Post subject:

sweet leo...you are back and brought me something to look at...Madskillz is very happy!
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 25 Sep 2006 07:35:29 pm    Post subject:

elfprince13 wrote:
DarkerLine wrote:
Welcome back! My physics teacher would love this so much. She's a very technology person, and also the first teacher I've known to actually write a program on a calculator.
[post="88968"]<{POST_SNAPBACK}>[/post]



you mean that you've known personally? since thornahawk definitely writes his own programs...
[post="88971"]<{POST_SNAPBACK}>[/post]
Thornahawk, to my great regret, does not teach at my school.
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todlangweilig


Advanced Member


Joined: 14 Feb 2006
Posts: 470

Posted: 25 Sep 2006 08:07:32 pm    Post subject:

leofox,

If you would like, I have some physics equations that can be used for a shooting ball, wind, and simple air resistance . I was working on a Pocket Tanks/Scorched Earth remake for my CS class but never got around to finishing it. I had my physics teacher help me with the equations, so they should be valid physically.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 25 Sep 2006 08:30:04 pm    Post subject:

DarkerLine wrote:
elfprince13 wrote:
you mean that you've known personally? since thornahawk definitely writes his own programs...
[post="88971"]<{POST_SNAPBACK}>[/post]
Thornahawk, to my great regret, does not teach at my school.
[post="88994"]<{POST_SNAPBACK}>[/post]
thats why I asked if you meant that you'd known personally ;)



this definitely looks like a cool project, nice to some physics-oriented games reaching the TI world

Broken quotes fixed.
–Goose


Last edited by Guest on 25 Sep 2006 09:21:17 pm; edited 1 time in total
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 26 Sep 2006 05:35:17 am    Post subject:

todlangweilig wrote:
leofox,

If you would like, I have some physics equations that can be used for a shooting ball, wind, and simple air resistance . I was working on a Pocket Tanks/Scorched Earth remake for my CS class but never got around to finishing it. I had my physics teacher help me with the equations, so they should be valid physically.
[post="88996"]<{POST_SNAPBACK}>[/post]
That certainly sounds useful. Can you send me them in a PM?
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 26 Sep 2006 11:44:11 am    Post subject:

leofox wrote:
todlangweilig wrote:
leofox,

If you would like, I have some physics equations that can be used for a shooting ball, wind, and simple air resistance . I was working on a Pocket Tanks/Scorched Earth remake for my CS class but never got around to finishing it. I had my physics teacher help me with the equations, so they should be valid physically.
[post="88996"]<{POST_SNAPBACK}>[/post]
That certainly sounds useful. Can you send me them in a PM?
[post="89008"]<{POST_SNAPBACK}>[/post]



quote I have something very similar that can handle wind, alterable gravity and different ball trajectories, want it?
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 26 Sep 2006 02:07:05 pm    Post subject:

I can use every help i can get, i haven't really thought about wind.
I'd like to speak to CoBB too, about how he handles collision with static objects. From what i've heard he's done a lot of stuff in Acelgoyobis that is very similar to my project.
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 14 Dec 2006 10:13:07 am    Post subject:



It's pretty much finished. It's only 1135 bytes (most of that space is math routines), uses NO romcalls at all (so it should be compatible with whatever shady OS some of you guys might make someday) and is VERY editable. The values like gravitation force and start velocity can be directly edited, and it's neatly sorted in .inc files, determined by function. For example, editing keys.inc to allow jumping and running by putting a speed somewhere should make a very basic platformer. Add a tilemap in draw.inc and a collision detect in stuiter.inc and tadaa!

The downside is that it's currently skipping 40 frames until it draws.. That can be made less by editing the timechange, but it also drops precision that way. So yeah.. that kinda sucks.
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 14 Dec 2006 01:17:57 pm    Post subject:

hey, nice work, any chance of an in-game menu to be able to change stuff?
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 14 Dec 2006 01:25:09 pm    Post subject:

I was working on a BASIC utility to change it (because input in ASM is horrible...) but I couldn't finish it (The deadline of the assignment is tomorrow). I might make it anyway.
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