Currently only using sprites.. would need to implement some sort of offloading of sprites > hardware limits to double buffer / bitmap layers.
https://youtu.be/3JURJ1GmMy8
https://github.com/hstubbs3/CommanderX1 ... ex_sprites
Currently looks like a mess because it is...
But, figured someone might find it useful / inspiring / entertaining..
Isographic rotating hexagonal heigtfield using only/mainly sprites
Forum rules
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
This section is for testing Commander X16 programs and programs related to the CX16 for other platforms (compilers, data conversion tools, etc.)
Feel free to post works in progress, test builds, prototypes, and tech demos.
Finished works go in the Downloads category. Don't forget to add a hashtag (#) and the version number your program was meant to run on. (ie: #R41).
Re: Isographic rotating hexagonal heigtfield using only/mainly sprites
Noting here so I don't forget...
Instead of doing 14bit water...
Just stash the carry bit after doing bit shifts and use those to feed the carry bit on additions...
Then no water lost, carry water to next calculation?
Instead of doing 14bit water...
Just stash the carry bit after doing bit shifts and use those to feed the carry bit on additions...
Then no water lost, carry water to next calculation?