Upsilon
minecraft-casio
Upsilon | minecraft-casio | |
---|---|---|
7 | 2 | |
196 | 6 | |
7.1% | - | |
0.0 | 5.4 | |
9 days ago | 7 months ago | |
C++ | C | |
GNU General Public License v3.0 or later | - |
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Upsilon
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Nesizm: NES emulator for Casio Prizm calculators
Both the CG50 and nspire has working Numworks ports (although very slow), if you wanted something more fancy on the same hardware.
https://github.com/UpsilonNumworks/Upsilon
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Casio fx-CG50 calculator comes with Python built-in
This is a bit ironic but have you tried the Numworks simulator app or any of its forks. They also have a webapp that runs the firmware translated in webassembly.
https://github.com/UpsilonNumworks/Upsilon
https://www.numworks.com/simulator/download/
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Transfer Python files from Numworks to GitHub
Another thing to mention is that I have an Upsilon calculator, so the omega editor tells me that something is wrong with it, even when turning off USB protection.
- [ Upsilon ] Simulateur
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I made geometry dash on my calculator
https://github.com/Lauryy06/Upsilon (regarde la partie installation automatique)
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Need something like TI-89 Titanium, but backlit, higher res, faster, rechargeable.
After that, install upsilon or omega (https://github.com/Lauryy06/Upsilon or https://getomega.dev)
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Any tips or tricks to get the most of the calculator?
Hi, recently returned my ti84ce and got myself a numworks. Luckily it came with v15, so I put https://github.com/Lauryy06/Upsilon on it as well. A few questions:
minecraft-casio
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Casio fx-CG50 calculator comes with Python built-in
> Initially I planned for the game to be flat shaded and added textures as an experiment, then realised the performance wasn't as horrible as I expected,
Heh, same!
> so it's mostly just a leftover from that. I did end up writing a scanline renderer for the flat shaded triangles, I think for those the bottleneck was transforming the vertices though.
IME vertex transformation is not expensive at all, compared to actually drawing on screen, at least if there is HW support for multiplication. Optimizations like merging identical block faces next to each other also reduce the total number of vertices, but this makes the texture distortions more apparent.
> Maybe I can deal with z-sorting entities by splitting them on voxel boundaries, and I guess dividing them again at any boundaries within non-full blocks (is this similar to https://en.wikipedia.org/wiki/Binary_space_partitioning?)
Kind of, yeah. With the structure of blocks in a chunk there is basically already a layer of partitioning that can be used, though it might not help sorting that much. Is there enough RAM for a Z buffer? If so, it might just be fast enough...
> For the affine texture splitting, as far as I can tell your game is more focused on creative mode/building whereas I might also want to add a survival mode so for that you're more likely to be up close to the blocks (e.g. in thin underground tunnels) and then the artifacts get much worse so I guess it matters more for me.
I never really bothered with that also because in tunnels/caves there is a bigger issue: There is no hidden surface elimination, which results in overdraw and due to the rather low effective fillrate in FPS drops. I couldn't come up with a good way to implement that properly without hurting performance itself.
> The code is at https://github.com/Heath123/minecraft-casio if you want to look at it (textures are in a branch) but it is quite messy
I had a look, it's really not. The asm is also readable. Is it currently memory or CPU bound?
What are some alternatives?
PineappleCAS - A generic computer algebra system targeted for the TI-84+ CE calculators
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tesseract-ocr - Tesseract Open Source OCR Engine (main repository)
crafti - 3D Minecraft for TI Nspire calcs
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot - Godot Engine – Multi-platform 2D and 3D game engine [Moved to: https://github.com/godotengine/godot]
ClickHouse - ClickHouse® is a free analytics DBMS for big data