Während der letzten Wochen und Monate stellte ich fest, dass ich vermutlich meine alten TI-Projekte nicht weiter fortsetzen werde. Hauptsächlich wegen der Tatsache, dass meine Arbeit mit Blender mir keine Zeit mehr für andere Dinge lässt. Aus diesem Grund habe ich mich dazu entschlossen, den Source-Code von eine Reihe meiner Projekte unter der GPL-Lizenz für Leute freizugeben, die daran Interesse haben, sie evtl. fortzusetzen. Z.B. den frühen Plan der Entwicklung eines SDKs umzusetzen, um es Leuten zu ermöglichen, Voxel-Spiele ohne tieferes Hintergrundwissen der Technologie zu produzieren, wie bei der FAT-Engine. Ich würde gerne sehen, wenn das einen kleinen Teil der TI-Community wiederbeleben würde. Die Dateien sollten bald auf ticalc.org (http://www.ticalc.org/archives/files/authors/81/8148.html) verfügbar sein oder Ihr ladet sie einfach von meiner TI-Seite.
Soooooo, jetzt ist es Zeit für einige Updates. Ein paar Dinge haben sich geändert und einige andere Sachen sind neu auf der Seite.
Das letzte Jahr über, habe ich die Entwicklung einer vielversprechenden open-source 3D Software verfolgt, die Blender heisst und welche ich beabsichtige, für die meisten Dinge zu meinem Haupttool werden zu lassen, die ich in Zukunft plane mit 3D zu machen. Und welch ein Zufall, heute ist auch gleichzeitig der Tag, an dem ich zum ersten mal ein Script für Blender veröffentliche.
Um’s kurz zu machen, dieses Script kann die Voxel-Maps, die VX.Studio erzeugt und die die V2-Engine benutzt, in Blender importieren. Mehr dazu hier:
Ausserdem habe ich ein erstes Videotutorial auf meiner TI-Seite (http://www.kaikostack.com/ti89_en.htm#voxel) hinzugefügt, wie man richtig mit VX.Studio umgeht. Mehr wird folgen…
Voxel2Space is the title of the concept for making a voxel engine for the TI-89 calculator.
I have now three programs under this topic. The first one is Voxel2Space – Technology Demo. It was originally created for experimental purposes, only to see how I can reach my aim of a fast voxel engine.
The other two products are V2, the realtime engine improved through the knowledge gathered from its predecessor, and VX.Studio the voxel map editor for making maps in the easiest way directly on the calc.
V2 is featuring:
- Full scale texture mapping
- 8 gray levels
- Maps without borders
- Realistic lighting and shadows
- In-game surface deforming
- And all this in realtime!
Where came the idea from to make a voxel engine for a calculator?
At first I must say, I made some complexer voxel processors earlier for my movies and I wanted all the time making such an engine for games too, but i thought there were already too many games out there for PC. Additional, I never liked Windows programming and Direct-X has become so damn complex and makes so many problems on multiple levels for a single programmer like me, that I decided not to do (try) it.
but some day in the end of 2003, don’t ask for the reasons, but I tried the first comanche game on my very, very old B/W-laptop with a 20 MHz 386 CPU (SX). It ran pretty slowly but still playable! I thought about the processor of my TI-89 compared to the laptop and the idea was alive.
Yes, the TI-89 has only 12 MHz but you must consider, you don’t need to fill a whole 320×200 screen resolution but only 160×100. Together with some other Ideas I had, I knew it could be possible and as you can see today, I was right!
What is V2 exactly and what’s the difference to Voxel2Space – Techdemo?
V2 is based on the Z-Plotter rendering method used in Voxel2Space Technology Demo, that’s the only similarity between both voxel processors. The most other technical details are different to the original Voxel2Space demo.
For best performance and to optimize it for fastest possible RAM access, the renderer was completely reprogrammed.
Against to its predecessor, if V2 want to get the informations of an individual voxel from memory, it now can take the coordinates of the voxel directly as memory adress. In this way the processor don’t even need to calculate voxel memory adresses anymore, that gives an enormous speed improvement and makes this engine finally possible.
What about the ’2′ in Voxel2Space?
If you think the 2 is the accronym for “to”, then you are totally wrong! Let me explain what my first thoughts was:
There are two different types of voxels. At first we have voxels based on 2-D bitmaps, which were used only to generate surfaces. The second type voxel is a real filled 3-D cell, with them you are able to create any real object in virtual space. So this number 2 in the name indicates just the base of my voxel engine, let’s say the number of coordinates you need for each voxel.
As you can see, Voxel2Space is primarily for displaying landscapes, I need only 2 coordinates X and Y.
Do you plan to create a full game with V2?
Good question, as I said above I ever wanted it and, like many other programmers does, I don’t want to say: “Maybe, sometimes…”
I will definitly make a game using V2, but I’m not yet sure what exactly. I want to make something of pure gaming fun, such as Magic Carpet. On the other hand I guess, the most people want to have comanche for the calc. Of course, MC is much more complicated to realize, especially the AI, but it would be simply more fun and longer entertaining.
VX.Studio Video Tutorials:
VX.Studio – The First Map – AVI (XviD) – 3,89 MB
(It’s intended that there is no audio.)
Voxel2Space – Techdemo:
Voxel2Space – V2:
VX.Studio and V2:
This is an extended remake of the famous PC game Pivateer, originally published 1993 by Origin.
As game description here is a quotation from the-underdogs.org:
Privateer is one of the best mercenary space combat games ever made. You are free to explore the Wing Commander universe by taking on the roles of merchant, mercenary, smuggler and/or pirate. There are always many missions you can choose from, and you can ignore the main plotline as long as you please by taking on less important jobs. The action takes place in the Gemini Sector, each quadrant in which is teeming with solar systems, Kilrathi and Confed ships, pirates, asteroids and other hazards. In turn, most solar systems are dabbed with their own planets, space stations and jump points to other systems. There are over 64 star systems you can explore, all adding to dozens of hours of sheer entertainment.
It may have a flight model as realistic as Elite, or a trade model as captivating as Starflight, but at two o’clock in the morning, all you can think of will be how to roast that damn pirate ship to make nice salvage operation afterwards. Two thumbs up, way up!
- Completely rendered game graphics
- Displayed with up to 8 grayscales
- Full motion video sequences
- A complex story plot
- Support of multiple languages
- A living and breathing universe to discover
What is The Beginning about?
Privateer: The Beginning is playing before the first part of Privateer took place. In very short, you have to find the way back to the Gemini Sector (Humboldt Quadrant) where the first part has begun. The Intro will show you more details of the story.
What about the 3d engine?
This game is using a similar engine like the original Privateer. It is basically a sprite rotating and scaling algorithm.
If there is anybody who wants to translate this game to another language, mail me! You are very welcome!
It’s really easy, you will get a file with all dialogs and texts from the game and that’s all you need for this job. Then I’ll take the tanslated file and add it to the game.
I would publish all languages which are possible with Latin letters!
First release date?
Eliza is a chat-bot originally developed by Joseph Weizenbaum in 1965. This is an extended port of this famous program. It has been completely rewritten in C language for all M-68000 based TI calculators. For more information please read the documentation provided with the package below.
Fertiggestellter Chat-bot Eliza wurde für TI-Rechner veröffentlicht.
Ältere TI-Rechner bezogene News gibt’s auf der englischen (http://www.kaikostack.com/news_en.htm) Seite!
This is a remake of the famous PC game Magic Carpet, originally published 1995 by Bullfrog.
As game description here is a quotation from the-underdogs.org:
One of the most original games ever made, Bullfrog’s Magic Carpet is a classic action/strategy hybrid that remains eminently playable years after its release.
The game’s originality shines right from when you first learn of the plot. An evil wizard harnessed all his powers to shatter the (very Arabian Nights-inspired) world, thus distributing the land’s supply of mana to the beasts, turning them into powerful, menacing creatures. The burden falls on you, an apprentice wizard, to establish equilibrium to these shattered worlds by collecting mana, whether it belongs to deadly monsters, competing wizards, or to nobody at all. The mana is represented in the game as color bubbles scattered throughout the land, and you must continually collect them to cast powerful spells. You win each level (i.e. island) by destroying the castles of enemy wizards.