Cross-posted from Omnimaga
Hey guys,
Seeing the challenge TheMachine02 shamelessly sent me (
), I wanted to try and do some 3D, but this time without defining any vertex by advance. So this came out.
What it features :
So yeah, it's not really useful, but I found that it would be cool to try and do such program.
Small precision : the graphed function doesn't give exact results. I mean, there's no such thing as units. The only point of that is making good-looking results on-screen, it's not a mathematics tool.
How to use it : by default, prgmDOTSURF (Noshell executable) will graph the 2x² function. You can move around the graphed function with the arrows, zoom in with + and out with -, rotate left with [Y=] and rotate right with [graph], switch between dots and grid view with [mode] and exit with [clear].
You can also define your own function for the program to graph. To do that, just edit prgmFUNC3D. While I'm speaking about a "function", this is actually Axe code that you'll have to compile. I want to make this into a more user-friendly way, but I still have to figure how. Here're instructions on how you can define your function :
Remember that grid mode will lag a lot at 6MHz, since the program has to draw a line between each of the 117 dots.
So, I think that's all. For those who don't know Axe but want to try anyway, I give you some functions that you can copy in prgmFUNC3D (that will also be an example for those who want to write their own
) :
The default 2x² :
r2*r2*2→r6
One of my favourite functions (also, one that demonstrates well the clipped line routine), the good old x^3 :
r2*r2*r2→r6
Some animated sinusoidal function :
Sin(r2*16+O)//4→r6
More animated sinusoidal function to demonstrate the use of both X and Z coordinates to generate Y :
Sin(r2*16+O)+Cos(r3*16+O)//4→r6
Here's a little screenshot that describes the process of drawing 2x² and navigating around the graphed function (at 6MHz of course) :
Don't be horrified by the how-so non-user-friendly interface, I'm working on it
prgmFUNC3D is the program you have to edit to write your own function, prgmSINE3D is the source to compile, and prgmDOTSURF is the executable (here, it contains the 2x² default function).
Feel free to make functions, share them with others if you want, and don't hesitate to ask if you have questions
Hey guys,
Seeing the challenge TheMachine02 shamelessly sent me (

What it features :
- 3D graphing of any function that only involves integer maths (8.8 maths are coming, maybe) on the [-6,6] range (13*9 = 117 dots)
- Dynamic movement around the graphed function : translation, rotation around the Y axis and zooming in/out
- Dots and grid view
- Clipped line routine !
- Support for animated functions. More on that below
- All of that in less than 2400 bytes of pure Axe !
So yeah, it's not really useful, but I found that it would be cool to try and do such program.
Small precision : the graphed function doesn't give exact results. I mean, there's no such thing as units. The only point of that is making good-looking results on-screen, it's not a mathematics tool.
How to use it : by default, prgmDOTSURF (Noshell executable) will graph the 2x² function. You can move around the graphed function with the arrows, zoom in with + and out with -, rotate left with [Y=] and rotate right with [graph], switch between dots and grid view with [mode] and exit with [clear].
You can also define your own function for the program to graph. To do that, just edit prgmFUNC3D. While I'm speaking about a "function", this is actually Axe code that you'll have to compile. I want to make this into a more user-friendly way, but I still have to figure how. Here're instructions on how you can define your function :
- The graphed function is f(x,z) = y. X and Z of the current point are passed respectively in r2 and r3, from -6 to 6 and -4 to 4 respectively. You are free to use these, but they must remain the same value at the beginning and the end of your function. They are used for the drawing code. Also, store the resulting Y coordinate into r6. Do not use Return.
- You cannot edit any of the following variables, meaning that they must have the same value before and after your function : r2, r3, r4, A, B, C, D, E, F, H, V, Y, Z, Θ. Also, you can't use any of the bytes from L1 to L1+702, nor the 256 first bytes of L3.
- If you want to use trig, do not use Axe's sin/cos functions, but type Sin() and Cos() instead. Those are way faster, LUT-based routines that I made. Remember that this will destroy r1, unless you call it with sub(Sin) or sub(Cos) and write the value right before it. Those functions still returns the same output as Axe's ones. Also, Y holds the current Y rotation angle.
- You can write animated functions : the O variable is a timer that gets incremented by 16 every frame. You are free to use it.
Remember that grid mode will lag a lot at 6MHz, since the program has to draw a line between each of the 117 dots.
So, I think that's all. For those who don't know Axe but want to try anyway, I give you some functions that you can copy in prgmFUNC3D (that will also be an example for those who want to write their own

The default 2x² :
r2*r2*2→r6
One of my favourite functions (also, one that demonstrates well the clipped line routine), the good old x^3 :
r2*r2*r2→r6
Some animated sinusoidal function :
Sin(r2*16+O)//4→r6
More animated sinusoidal function to demonstrate the use of both X and Z coordinates to generate Y :
Sin(r2*16+O)+Cos(r3*16+O)//4→r6
Here's a little screenshot that describes the process of drawing 2x² and navigating around the graphed function (at 6MHz of course) :

Don't be horrified by the how-so non-user-friendly interface, I'm working on it

prgmFUNC3D is the program you have to edit to write your own function, prgmSINE3D is the source to compile, and prgmDOTSURF is the executable (here, it contains the 2x² default function).
Feel free to make functions, share them with others if you want, and don't hesitate to ask if you have questions
