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Bubble Universe Demo
Posted: Tue Mar 21, 2023 9:39 pm
by CX16UserSteveC
This Commander X16 Basic program is based on the "Bubble Universe" Sinclair Basic program at
https://stardot.org.uk/forums/viewtopic ... 3f1ab9981f.
If you're using the emulator I recommend starting it with the -warp option.
- Screen Shot
- bubble.png (370.41 KiB) Viewed 7895 times
#R42
Re: Bubble Universe Demo
Posted: Wed Mar 22, 2023 12:46 am
by desertfish
Incredible. How does that even work, for such a tiny program???
edit: omg, it animates
https://www.youtube.com/watch?v=FAj-eaU-S2s
Re: Bubble Universe Demo
Posted: Wed Mar 22, 2023 2:29 am
by Kevin Murphy Games
I really like that.
Gives me sort of fractal planet vibes.
Pity about the render speed, even in warp mode.
Amazing what can be achieved in just a few lines of code.
Re: Bubble Universe Demo
Posted: Wed Mar 22, 2023 3:00 am
by kelli217
We need a secondary BASIC interpreter that handles integers as integers for operations other than Boolean.
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 1:05 am
by desertfish
I find it mesmerizing.
Here's the prog8 port. It runs faster, but not very much, due to the heavy use of floating point math in both cases.
%import graphics
%import floats
%import math
%option no_sysinit
; Bubble Universe
; see: https://stardot.org.uk/forums/viewtopic ... 54&t=25833
main {
sub start() {
graphics.enable_bitmap_mode()
const ubyte n = 200
const float r = floats.TWOPI/235
const ubyte s = 60
float t
uword[] palette = [$000, $000, $00f, $f0f, $0ff, $fff]
cx16.FB_set_palette(palette, 0, len(palette))
repeat {
graphics.clear_screen(1,0)
ubyte i
for i in 0 to n {
ubyte j
float ang1_start = i+t
float ang2_start = r*i+t
float v=0
float u=0
for j in 0 to n {
float ang1 = ang1_start+v
float ang2 = ang2_start+u
u=floats.sin(ang1)+floats.sin(ang2)
v=floats.cos(ang1)+floats.cos(ang2)
ubyte c=2
if i>=100
c++
if j>=100
c+=2
graphics.colors(c,0)
uword a = 40 + ((2+u) * s) as uword
uword b = ((v+2)*s) as uword
graphics.plot(a,b)
}
}
t+=0.025
}
}
}
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 4:44 pm
by CX16UserSteveC
desertfish wrote: ↑Fri Mar 24, 2023 1:05 am
I find it mesmerizing.
Here's the prog8 port. It runs faster, but not very much, due to the heavy use of floating point math in both cases.
bubbleuniverse.prg
%import graphics
%import floats
%import math
%option no_sysinit
; Bubble Universe
; see: https://stardot.org.uk/forums/viewtopic ... 54&t=25833
main {
sub start() {
graphics.enable_bitmap_mode()
const ubyte n = 200
const float r = floats.TWOPI/235
const ubyte s = 60
float t
uword[] palette = [$000, $000, $00f, $f0f, $0ff, $fff]
cx16.FB_set_palette(palette, 0, len(palette))
repeat {
graphics.clear_screen(1,0)
ubyte i
for i in 0 to n {
ubyte j
float ang1_start = i+t
float ang2_start = r*i+t
float v=0
float u=0
for j in 0 to n {
float ang1 = ang1_start+v
float ang2 = ang2_start+u
u=floats.sin(ang1)+floats.sin(ang2)
v=floats.cos(ang1)+floats.cos(ang2)
ubyte c=2
if i>=100
c++
if j>=100
c+=2
graphics.colors(c,0)
uword a = 40 + ((2+u) * s) as uword
uword b = ((v+2)*s) as uword
graphics.plot(a,b)
}
}
t+=0.025
}
}
}
I was thinking about porting to C, but cc65 doesn't support the floating type, and it'd be a bit of a pain to use the kernel math library. I wasn't aware of prog8 which does support the floating type, so thanks for the comment. Your pre-compiled bubbleuniverse.prg program file does seem to run a bit faster, but I was wondering if you move all of the variable declarations from the three inner loops to the beginning of start() if it would run even noticeably faster. However, when I compile the source file you posted and run the generated .prg program file I just get a blank screen rather than the output generated by the pre-compiled bubbleuniverse.prg program file you posted. I'm new to prog8 so I'm not sure if I did something wrong, but I compiled it with "java -jar prog8compiler-8.10-all.jar -target cx16 bubbleuniverse.p8". I get a couple of "integer implicitly converted to float" warnings on the two loop variables i and j, but no errors, and it does successfully generate a "bubbleuniverse.prg" file, but when I run this .prg file I just get a blank screen as I mentioned above.
Top
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 4:49 pm
by desertfish
Thank you for taking the time to check out Prog8!
You're right that you get a blank screen with the latest official prog8 release.
I actually discovered a bug in the pixel plot routine, during porting of this program.
This fix hasn't yet been published in an official release (8.11) but you can get a development version of the compiler
here at the build artifacts on the bottom. I think you need to have a github account to access it.
Moving variables around in prog8 almost never makes a difference by the way. Prog8 allocates everything statically and all variables are put on a big pile no matter where you declare them.
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 5:27 pm
by kelli217
Moving variables around in prog8 almost never makes a difference by the way. Prog8 allocates everything statically and all variables are put on a big pile no matter where you declare them.
But if they're in the loop, doesn't the declaration happen over and over again each time you go through the loop?
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 5:49 pm
by CX16UserSteveC
desertfish wrote: ↑Fri Mar 24, 2023 4:49 pm
Thank you for taking the time to check out Prog8!
You're right that you get a blank screen with the latest official prog8 release.
I actually discovered a bug in the pixel plot routine, during porting of this program.
This fix hasn't yet been published in an official release (8.11) but you can get a development version of the compiler
here at the build artifacts on the bottom. I think you need to have a github account to access it.
Moving variables around in prog8 almost never makes a difference by the way. Prog8 allocates everything statically and all variables are put on a big pile no matter where you declare them.
Thanks for the clarification. I do have a github account. I started to download the code from
https://github.com/irmen/prog8, but then I figured it's be easier to just download the latest official release from
https://github.com/irmen/prog8/releases/tag/v8.10. I may wait until the fix has been published in an official release before playing around with prog8 a bit more.
Re: Bubble Universe Demo
Posted: Fri Mar 24, 2023 5:56 pm
by CX16UserSteveC
kelli217 wrote: ↑Fri Mar 24, 2023 5:27 pm
Moving variables around in prog8 almost never makes a difference by the way. Prog8 allocates everything statically and all variables are put on a big pile no matter where you declare them.
But if they're in the loop, doesn't the declaration happen over and over again each time you go through the loop?
I suspect prog8 just allocates local variables statically at startup and then retains them for all invocations of the related context. The other approach is to allocate local variables when a context is entered and de-allocate them when a context is exited in which case moving the variables to a more global context would perhaps provide some performance improvement.