Search found 142 matches
- Dec 23, 2022 21:48
- Forum: General
- Topic: Christmas Star Challange
- Replies: 5
- Views: 970
Christmas Star Challange
This challenge is popular on a Facebook group that I am in. Can you print out the Christmas star in a few bites of code as possible? A particular Language is not a requirement. #Define a(x)Abs(x)<5 #Define f(i)For i As Integer=-8 To 8 f(y) f(x) Print IIf((a(x-y)Or a(x+y))And(a(x)Or a(y)),"*&quo...
- May 11, 2022 16:06
- Forum: General
- Topic: Feature request: C Switch statement
- Replies: 2
- Views: 460
Feature request: C Switch statement
Can the C Switch statement be added to FreeBASIC? It has different functionality than the Select Case statement. Such as optional Break from Case block.
- Mar 17, 2022 16:40
- Forum: Libraries & Headers
- Topic: FBImage static Win/Lin 32/64-bit
- Replies: 67
- Views: 34906
Re: FBImage static Win/Lin 32/64-bit
How come this library is not included with the FB distribution? Or better yet, built into the FB graphics library? It's too useful not to have it available.
- Feb 22, 2022 5:23
- Forum: Hardware Interfaces / Communication
- Topic: Interfacing the Microsoft Kinect
- Replies: 1
- Views: 3101
Interfacing the Microsoft Kinect
Has anyone used the Kinect with Freebasic? Is there an interface for it? I have the original 360 Kinect.
- Sep 23, 2021 23:06
- Forum: Hardware Interfaces / Communication
- Topic: fbvideoclass (Windows 32/64-bit)
- Replies: 23
- Views: 18693
Re: fbvideoclass (Windows 32/64-bit)
I fixed the vertical bars bug in VUV2 converter. Joshy forgot to assign the first chroma channel. Did some minor optimizations. Function ConvertYUY2(Byval pHeader As PVIDEOHDR) As Any Ptr 'YUY2 vertical bars bug fixed by ShawnLG. Dim As Integer i,n,t Dim As Integer nPixels=_VideoFormat.bmiHeader.biW...
- Sep 10, 2020 16:27
- Forum: Sources, Examples, Tips and Tricks
- Topic: Endless loop.
- Replies: 26
- Views: 3254
Re: Endless loop.
At first I thought this demo was a ray tracer. Closer inspection reveal it was not, or a poly fill type. After playing with it, I found out it is a voxel type. I see you are calculating dot products for every voxel. This is compute intensive. Most of the voxels share the same surface normal informat...
- Jul 30, 2020 22:08
- Forum: Sources, Examples, Tips and Tricks
- Topic: Reverse Bits
- Replies: 10
- Views: 1560
Re: Reverse Bits
I look forward to being scolded by admin. http://deltarho.org.uk/Downloads/eek.png Me too http://deltarho.org.uk/Downloads/smile.png . Although it would make more sense scolding the OP for not crediting the source ;-) I found the example here. https://aticleworld.com/5-way-to-reverse-bits-of-an-int...
- Jul 30, 2020 5:25
- Forum: Sources, Examples, Tips and Tricks
- Topic: Simple Noise 1D,2D and 3D
- Replies: 3
- Views: 1912
Re: Simple Noise 1D,2D and 3D
It is faster to multiply with the recipical instead of all thoes ugly divisions. 'Replaced divisions with reciprocals, ShawnLG #Ifndef __SIMPLENOISE_BI__ #define __SIMPLENOISE_BI__ const as integer NOIZESIZE = 255 dim shared as single noise(NOIZESIZE,NOIZESIZE,NOIZESIZE) sub init constructor randomi...
- Jul 30, 2020 4:42
- Forum: Sources, Examples, Tips and Tricks
- Topic: Reverse Bits
- Replies: 10
- Views: 1560
Reverse Bits
Need bits reversed? Theres a clever bit hack for that. Function ReverseBits32(x As ULong) As ULong x = ((x And &haaaaaaaaull) Shr 1) Or ((x And &h55555555ull) Shl 1) x = ((x And &hccccccccull) Shr 2) Or ((x And &h33333333ull) Shl 2) x = ((x And &hf0f0f0f0ull) Shr 4) Or ((x And &a...
- Jul 23, 2020 16:05
- Forum: Community Discussion
- Topic: BASIC Gaming Issue #7 is out!
- Replies: 11
- Views: 4638
Re: BASIC Gaming Issue #7 is out!
It's a shame he has disappeared. He has contributed so much to the BASIC community.
- Jul 23, 2020 15:31
- Forum: Game Dev
- Topic: Liquid Fabric. A fast water ripple engine object for games.
- Replies: 2
- Views: 1165
Re: Liquid Fabric. A fast water ripple engine object for games.
I like to use the datatype that is best suited for the job. There was a 64 bit compilation bug in LiquidFabric.bi that broke the hight map and light map functions. LiquidFabric.bi was updated.dafhi wrote:that FPS tho. A lot of integer with FP sprinkles. Good for us old dogs.
- Jul 21, 2020 19:50
- Forum: Game Dev
- Topic: Liquid Fabric. A fast water ripple engine object for games.
- Replies: 2
- Views: 1165
Liquid Fabric. A fast water ripple engine object for games.
I have seen a few water ripple demos and I desided to make my own. It's more than a demo. It is in OOP model for easy use in games. It has three texture filter outputs. GetHM(): Returns a pointer to a height map image of the Liquid Fabric. The height map can be used to create a vectorized water fiel...
- Jun 22, 2020 17:18
- Forum: Sources, Examples, Tips and Tricks
- Topic: PHP-like associative arrays
- Replies: 45
- Views: 16938
Re: PHP-like associative arrays
Dear ShawnLG; Thanks for your correction. I checked with the following program. There still seems to be collisions. You are right. There is still a problem with collisions. i had a feeling something was quite not right. Thanks for testing it. I was reliying on the hash key for reference for collisi...
- Jun 20, 2020 16:27
- Forum: Sources, Examples, Tips and Tricks
- Topic: PHP-like associative arrays
- Replies: 45
- Views: 16938
Re: PHP-like associative arrays
I have added collision currection to the hash mapping. The hash function would be useless without it. I was unable to test it because I do not know of any collision conditions. Why is the hash table defined in two dimentions? assocarray.bi ' collision divergent by ShawnLG #Define ASSOC_ARRAY_LOG_COL...
- Jun 08, 2020 2:36
- Forum: Projects
- Topic: "Another" 3d engine Xors3D (abandoned)
- Replies: 15
- Views: 3359
Re: "Another" 3d engine Xors3D (abandoned)
You might like Genesis3D SDK. It is also abandonware. I remember playing the demo in the late 90s. It has that nastalgec Quake feel to it. The source is in C for version 1.2, so it can be translated to FB.Dr_D wrote:Hi. I'm always interested in 3D engines.
https://www.genesis3d.com/