They are sorted except ili touch only on software spi
but nice cheap fast devices. Tell people to order one
a nano on fire...well not a nano but looks like one...
but it's logic green,..which reminds me of an old sci-fi film.
they're really fun to do glcd with,
a 328 would beat most pics. this one's been in the gym https://www.youtube.com/watch?v=2yhQedg1-zA
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I looked up "rotating cube basic". sorry, I thought I added link.
Some code from Rosetta code but most old basics use floating point..ie pi or decimal point.
I got a spectrum and commoder 64 basic cube rotate basic programme but even those seem difficult to convert to gcb.
I thought 3d graphics would be a good test for LGT.
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CUBE:
DATA -10,-10,-10, 10,-10,-10
DATA -10,-10,-10,-10, 10,-10
DATA -10, 10,-10, 10, 10,-10
DATA 10,-10,-10, 10, 10,-10
DATA -10,-10, 10, 10,-10, 10
DATA -10,-10, 10,-10, 10, 10
DATA -10, 10, 10, 10, 10, 10
DATA 10,-10, 10, 10, 10, 10
DATA -10,-10, 10,-10,-10,-10
DATA -10, 10, 10,-10, 10,-10
DATA 10, 10, 10, 10, 10,-10
DATA 10,-10, 10, 10,-10,-10
FUNCTION POINTX (X, Z, Zoff, Xoff)
POINTX = ((256 * X) / (Z - Zoff)) + Xoff
END FUNCTION
FUNCTION POINTY (Y, Z, Zoff, Yoff)
POINTY = ((256 * Y) / (Z - Zoff)) + Yoff
END FUNCTION
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You try to rotate a cube in gcb.
I can rotate a square in gcb using trig but the easy explanations of rotating 8 points around a centre
x,y,z and joining the points has not been easy to understand like the example programs I found show basics are so different.
It was only an idea.
another idea was the asteroids game but different glcd displays handle of screen drawing different.
like if a box was partially off screen you would know where it's x.y was because seems to use word values.
If you use a 320x240 screen and pset x,y and loop increasing or decreasing x,y it goes off screen and after a while appears on the other side with no error reports...
well you don't get them when a program is running...it would just freeze/crash.
so asteroids one day using vectors not sprites
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
They are sorted except ili touch only on software spi
but nice cheap fast devices. Tell people to order one
a nano on fire...well not a nano but looks like one...
but it's logic green,..which reminds me of an old sci-fi film.
they're really fun to do glcd with,
a 328 would beat most pics. this one's been in the gym
https://www.youtube.com/watch?v=2yhQedg1-zA
what would this be in gcb please?
What is the question Stan ?
Video shows the performance. Nice.
Touch is sorted. You just have to use an SPI frequency that the Touch chip supports.
I looked up "rotating cube basic". sorry, I thought I added link.
Some code from Rosetta code but most old basics use floating point..ie pi or decimal point.
I got a spectrum and commoder 64 basic cube rotate basic programme but even those seem difficult to convert to gcb.
I thought 3d graphics would be a good test for LGT.
DECLARE FUNCTION POINTY (Yy, Zz, Zoff, Yoff)
DECLARE FUNCTION POINTX (Xx, Zx, Zoff, Xoff)
;TYPE PNT
;X AS INTEGER
;Y AS INTEGER
;Z AS INTEGER
;END TYPE
CUBEL = 11
DIM CUBE(CUBEL)
RESTORE CUBE
FOR Loop1 = 0 TO CUBEL
READ CUBE(Loop1, 0).Xx, CUBE(Loop1, 0).Yy, CUBE(Loop1, 0).Zz
READ CUBE(Loop1, 1).Xx, CUBE(Loop1, 1).Yy, CUBE(Loop1, 1).Zz
NEXT
SCREEN 13
FOR Z = 400 TO 50 STEP -2
FOR Loop1 = 0 TO CUBEL
X1 = POINTX(CUBE(Loop1, 0).Xx, CUBE(Loop1, 0).Zz,zz. 160)
Y1 = POINTY(CUBE(Loop1, 0).Yy, CUBE(Loop1, 0).Zz, Zz, 100)
X2 = POINTX(CUBE(Loop1, 1).Xx, CUBE(Loop1, 1).Zz, Zz, 160)
Y2 = POINTY(CUBE(Loop1, 1).Yy, CUBE(Loop1, 1).zZ, zZ, 100)
LINE (X1, Y1)-(X2, Y2), 4
NEXT
;WAIT &H3DA, 8
FOR Loop1 = 0 TO CUBEL
X1 = POINTX(CUBE(Loop1, 0).X, CUBE(Loop1, 0).Z, Z, 160)
Y1 = POINTY(CUBE(Loop1, 0).Y, CUBE(Loop1, 0).Z, Z, 100)
X2 = POINTX(CUBE(Loop1, 1).X, CUBE(Loop1, 1).Z, Z, 160)
Y2 = POINTY(CUBE(Loop1, 1).Y, CUBE(Loop1, 1).Z, Z, 100)
LINE (X1, Y1)-(X2, Y2), 0
NEXT
;WAIT &H3DA, 8
NEXT
FOR Loop1 = 0 TO CUBEL
X1 = POINTX(CUBE(Loop1, 0).X, CUBE(Loop1, 0).Zz, Zz, 160)
Y1 = POINTY(CUBE(Loop1, 0).Y, CUBE(Loop1, 0).Zz, Zz, 100)
X2 = POINTX(CUBE(Loop1, 1).X, CUBE(Loop1, 1).Zz, Zz, 160)
Y2 = POINTY(CUBE(Loop1, 1).Y, CUBE(Loop1, 1).Zz, Zz, 100)
LINE (X1, Y1)-(X2, Y2), 4
NEXT
CUBE:
DATA -10,-10,-10, 10,-10,-10
DATA -10,-10,-10,-10, 10,-10
DATA -10, 10,-10, 10, 10,-10
DATA 10,-10,-10, 10, 10,-10
DATA -10,-10, 10, 10,-10, 10
DATA -10,-10, 10,-10, 10, 10
DATA -10, 10, 10, 10, 10, 10
DATA 10,-10, 10, 10, 10, 10
DATA -10,-10, 10,-10,-10,-10
DATA -10, 10, 10,-10, 10,-10
DATA 10, 10, 10, 10, 10,-10
DATA 10,-10, 10, 10,-10,-10
FUNCTION POINTX (X, Z, Zoff, Xoff)
POINTX = ((256 * X) / (Z - Zoff)) + Xoff
END FUNCTION
FUNCTION POINTY (Y, Z, Zoff, Yoff)
POINTY = ((256 * Y) / (Z - Zoff)) + Yoff
END FUNCTION
Function What( post as string )
Call What?
End Function
:-)
Should that function not be:
Function LGBT( Leaning as Byte )
Non of the disadvantage groups should be excluded.
GCBasic strives to interface with all peripherals regardless of connector type.
Last edit: Chris Roper 2020-12-30
You try to rotate a cube in gcb.
I can rotate a square in gcb using trig but the easy explanations of rotating 8 points around a centre
x,y,z and joining the points has not been easy to understand like the example programs I found show basics are so different.
It was only an idea.
another idea was the asteroids game but different glcd displays handle of screen drawing different.
like if a box was partially off screen you would know where it's x.y was because seems to use word values.
If you use a 320x240 screen and pset x,y and loop increasing or decreasing x,y it goes off screen and after a while appears on the other side with no error reports...
well you don't get them when a program is running...it would just freeze/crash.
so asteroids one day using vectors not sprites