--------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00000 Date: 04/27/97 From: NICK SHREDERS Time: 06:27am \/To: DANIEL MCGREGOR (Read 4 times) Subj: Re: DJGPP OPTIMIZATIONS 2/3 CB>> 1.8Mhz. As a result, I am very much aware that you have to AT> Atari DM> Power Mac? Windows 95? --- Telegard v3.02/mL * Origin: Kitchen Sink * Lawrence, KS * 913-749-9480 (1:299/122) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00001 Date: 04/26/97 From: JASMEET KAMBO Time: 03:02pm \/To: ALL (Read 4 times) Subj: Demo if you are intereseted in joining a group, to get envloved with demo's or Emags, Please respond ASAP.. --- * Origin: The Sight & Sound BBS (416)665-6908 (1:259/532) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00002 Date: 04/26/97 From: JAY MOREAU Time: 08:32pm \/To: HERMAN SCHONFELD (Read 4 times) Subj: Newbie HS> Get Borland C++ v5.0, it's good to start off with and to keep using HS> it, however, if your after speedy executables use either 1) Watcom HS> 2) DJGPP 3) MSVC++ Can you specify a price range? At least aprox. Canadian currency if sible ... "She's wearing a gownless evening strap!" --- GEcho 1.11+ * Origin: Neural Meltdown BBS * Vancouver, Canada * [604]255-5198 1:153/737) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00003 Date: 04/26/97 From: JANI SAKSA Time: 01:26pm \/To: DANIAL GIBSON (Read 4 times) Subj: Re: Ega -=> Propably Danial Gibson wrote to All <=- Hello Danial! DG> Hi, DG> Anyone know how to put a pixel in EGA (mode 10h) video? I can't seem DG> to get the adressing right. Do I have to set pages or something? A DG> PutPixel function would be terrific. Should be something like this (untested, and translated quickly from Pascal to C): #define width_in_bytes 40 // For screenwidth of 640 pixels use 80 void putpixel(int x, int y, int color) { char *p; p = (far*)0xa0000000 + (x*width_in_bytes) + (x >> 3); outp(0x3ce, 8); outp(0xecf, 0x80 >> (x & 7)); outp(0x3ce, 5); outp(0x3cf, 2); *p = *p; // This "dummy read" is really needed! *p = color; // Now the actual writing outp(0x3ce, 5); // I believe that following 4 lines are not needed outp(0x3cf, 0); outp(0x3ce, 8); outp(0x3cf, 0xff); } DG> Thanks. DG> Danial. // // Sir Robin (jsaksa@tiira.cedunet.com) // http://www.cedunet.com/~jsaksa/ // DooM-page, programming stuff, music page // ... Mouse.com detected. Run Cat.exe to delete? (Y/n) --- BBBS/2 v3.33 How-C * Origin: Cat-Box - 02-4841086 (2:222/120) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00004 Date: 04/23/97 From: ANDREAS NEUKOETTER Time: 09:02pm \/To: TODD COUP (Read 4 times) Subj: C++++++++++C+++++ Hi Todd, [...] TC> Is there such thing as a shareware C++ if there is and anyone has it TC> can they let me know! Thanks DJGPP - Dos & OS/2 GCC - Linux If you known what you do ... you can easily write portable code with these Compilers ... even the Makefiles should be the same (almost ;) ) ciao Anti --- * Origin: Airconditioned Area - Please don't open Windows !!! (2:246/1030.2) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00005 Date: 04/23/97 From: ANDREAS NEUKOETTER Time: 09:20pm \/To: AARON T. SMITH (Read 4 times) Subj: The n Queens Problem Hi Aaron, [...] AS> Think of a Chess Board. Now place 8 queens on the chess board in such AS> a way that none of them has anyother Queen in Check. AS> I had to do this problem in class. My solution for N queens was AS> recursive and boolian. One of my friends did it in a similar way, yet AS> his returns n=15 in under 1 second (on a pentium200) and mine (on an AS> identical LabPC) took 1 minute. AS> Please give this program a try (I used a matrix... int Board AS> [n][n]={0}; ) and e-mail me your solution. I want one that will Beat AS> ChuckyZ's. Ok ... I'll try this without any compiler on the hand ... 1. DON'T use a recursion !!! OK ... we known that there is ONE queen in ONE row ... right??? So we start at the first row and put the queen "somewhere" ... and then ??? Goto the next row and do the same ... but stop !!! how do we know where we can put "her" ??? Let's draw a little board ... 1 2 3 4 ---------- 1 |## ## | |## ## | (I know that is no Ascii-Art, but'll ork!!) 2 | ## ##| | ## ##| 3 |## ## | |## ## | 4 | ## ##| | ## ##| ---------- The board has N (here:4) rows !!! Since we go from top to bottom ... that is our loop-index ... and we can just forget it ! It has n (4) colums ... this we can put into an array ( BOOL col[n] e.g. ) Ok ... what now ??? We have to check if the col is still free if we try to put a queen down !!!! And we have to mark the col "blocked" if we put a queen there. Got it ??? Ok ... right now we have written a n-Tower procedure !!! And what's the difference between a tower and a queen ??? Yes ... a queen can move diagonal ... so just add an array (or whatever) for the right-down-diags ( \ ) and one for the left-down-diags (/) !! Any problems .... if i get back to my computer i'll check if i've still got the source ... ( it was about 10 secs. for 50 queens ... on a 286xxx ) ciao Anti ps: i think i forgot something ... but i don't know what ... --- * Origin: Airconditioned Area - Please don't open Windows !!! (2:246/1030.2) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00006 Date: 04/27/97 From: ANTHONY TIBBS Time: 10:23am \/To: DANIEL MCGREGOR (Read 4 times) Subj: DJGPP OPTIMIZATIONS 2/3 On Apr 26 15:50, 1997, Daniel McGregor of 1:140/237.2 wrote: DM> Hello Anthony Tibbs! I just thought I'd drop in on your DM> conversation :) CB>>> 1.8Mhz. As a result, I am very much aware that you have to AT>> ^^^^^ AT>> Atari? DM> Power Mac? Oh.. Never even thought of those little fruits.. I dunno, but the name sure doesn't suit the speed. 1.8MHz is not power, if you ask me. But, I guess when they were "in", that would be considered power Anthony --- TriED 0.10 alpha 1 * Origin: World of Power BBS (1:163/545.15) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00007 Date: 04/27/97 From: ANTHONY TIBBS Time: 10:25am \/To: DANIEL MCGREGOR (Read 4 times) Subj: Newbie On Apr 26 22:55, 1997, Daniel McGregor of 1:140/237.2 wrote: DM> ^ DM> Well I know you're not in canada so I won't ask where you can get DM> it for DM> less that $300 But, do you have any idea where I could get it for a DM> reduced price? I believe you *can* get it for a few bucks cheaper in the "student" version, if you can prove that you are learning to use it from an educational institution (collage, unv., etc). If you're lucky, the dealer will give it to you if you give him verbal reasons, but it is more likely that he'd need to see some registration of some sort. Anthony --- TriED 0.10 alpha 1 * Origin: World of Power BBS (1:163/545.15) --------------- FIDO MESSAGE AREA==> TOPIC: 203 C++ Ref: E4X00008 Date: 04/27/97 From: HERMAN SCHONFELD Time: 12:02pm \/To: QUINTIN OLIVER (Read 4 times) Subj: Doom like games... QO>Hi All, QO>I've been wondering on where's a good starting point for writting a game QO>like QO>DOOM, I'm planning on writting the game in MSVC++ V1.00 I know this is QO>not one QO>of the best software development tools for writting it in but with some QO>realy QO>good lib's I think it's possible... QO>So where do I start? QO>And where can I get some good graphic LIB'S? Are you sure you want to make a DOOM-clone? Considering the fact that the vast majority of computers are pentiums, it wouldn't hurt to make a QUAKE-clone. (What i'm currently working on). If you start a 3d game as such, you need to chose the kind of 3d engine your game will most likely need. ie, if your just aiming for a doom-clone type you'd be aiming at something like a 2d-bsp tree engine. BSP tree's are a method of sorting out your world once, and using the tree to render the visible walls that you currently see based on your view position and los. (line of sight). ie. +---------+ | | | | | | | | +---------+ If your player was in that room, it wouldn't matter which walls got rendered first because they will never occlude each other. This works fine in something simple like that, but in a room such as +-------\a /--b-+ | \|c | | p p2 | | | | | | | +---------------+ the player would need to render wall b, then c then a. But if player were standing at p2 then walls a,c,b would need to be rendered. The thing about BSP trees are that you only need to figure out the order once and store it in a partioned tree that makes it very fast and easy to look through and pick the walls that need to be rendered and the order. To figure out the order firstly is a very hard task. If you want a fast algorithm then I suggest looking through the program DEEP and going through source codes like ID's map builder and DEU. (Source are availble for all). I will demonstrate how you would perform the task. Take that room that i used before, to split it accordingly you would +--b---\c /---d--+ | \| | a | | | 1 | 2 e | | | +--------f------+ Line D would be the partioning line and now you have two rooms 1 & 2. Remember how I said before that in a square room it doesn't matter in which order you render the walls, well thats what you basically have to do, split a map into atomic areas. The tree for that room would look like - split line / \ 1 2 Now, if your on the left of the split line, traverse the bsp tree right. so, i am in left that means go right which is 2, then go back into 1. So if i was in the left of the split line then rendering area 2 then 1 would be correct. If i was in the right side of the split line then rendering 1 and 2 would be correct. This is all basically what you do. Take this bsp tree for eg. 1 / \ 2 3 /\ /\ a b c d The numbers are the split lines and the letters are the atomic areas. First of all, you find out which side your on the root node. (split line 1). Say we are on the right, that means traverse left which leads us to split line 3, say we are on the left of node 3 that means traverse right which leads us to atomic area c, area c isn't a node so we need to render it, (we have rendered C) now go back to 3, we were just in the left so go right (render D), now back to node 1, we just went to 3 so goto 2, we are on side right of 2 so render A then go back to 2 and render B. The result would be a correctly rendered room. The order we rendered it in was (C,D,A,B). It is quite simple when you look at it. QO>I've never tried to write somthing like this so it will be a case of QO>trial and QO>error. I'm also not planning on releasing it on the market, maybe once QO>I've got QO>the hang of developing these type of projects... QO>All idea's and brain stroms will be happly recieved... ... !edis gnorw eht morf siht ta gnikool era uoY --- Ezycom V1.48g0 01fd016b * Origin: Fox's Lair BBS Bris Aus +61-7-38033908 V34+ Node 2 (3:640/238)