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Projects => Game Development => Topic started by: HSE on June 05, 2021, 04:43:35 AM

Title: Accelarating Attractors
Post by: HSE on June 05, 2021, 04:43:35 AM
Hi All !!

Playing with more fast drawings. Some attractors allow to manipulate time interval of integration still allowing to represent original speed, others no. But a force brute method can select points to draw in later ones.

Some views modifications (not true camera movements, yet  :biggrin:):
  * E: move forward +Z
  * D: move backward -Z
  * A: move up +Y
  * Z: move down -Y
  * Q: move to the left -X
  * W: move to the right +X
  * X: rotate to the left in the XZ plane
  * C: rotate to the right in the XZ plane
  * R: rotate up in the plane YZ
  * F: rotate down in the plane YZ
  * T: rotate to the left in the plane XY
  * Y: rotate to the right in the plane XY
  * P: original rotation

Attractors:
    AIZAWA              equ 1
    RUCKLIDGE         equ 2
    NOSE_HOOVER    equ 3
    THOMAS              equ 4
    LORENZ               equ 5
    ROSSLER             equ 6
    ROSSLER2           equ 7
    NEWTONLEIPNIK  equ 8
    FINANCE              equ 9
Title: Re: Accelarating Attractors
Post by: TouEnMasm on June 05, 2021, 04:51:53 PM
Hello,
Trying to re-compile i get this error.
All3.asm(281) : Error A2063: Symbol not defined : triplete.uvalue
The code is :         fSlv [edx].triplete.value = order_equation

The triplete structure is defined with a value as argument
It seem that the fSlv macro change value to uvalue.
So I have a question where is the SmplMath2 who seems to have corrected this problem?
Title: Re: Accelarating Attractors
Post by: HSE on June 05, 2021, 10:52:50 PM
Hi Yves!

Quote from: TouEnMasm on June 05, 2021, 04:51:53 PM
Trying to re-compile i get this error.
All3.asm(281) : Error A2063: Symbol not defined : triplete.uvalue
The code is :         fSlv [edx].triplete.value = order_equation

It's a problem of JWasm family. You can use ML, even 6.14 work perfectly. Anyway, I will change that.


Quote from: TouEnMasm on June 05, 2021, 04:51:53 PM
So I have a question where is the SmplMath2 who seems to have corrected this problem?

SmplMath it's not related with this problem, but you can find last version in https://github.com/ASMHSE/SmplMath .
Important modification is only one line  :biggrin:, but there is some additions.

Thanks, HSE.


Title: Re: Accelarating Attractors
Post by: daydreamer on June 05, 2021, 11:21:52 PM
great Hector :thumbsup:
also working with attractors now
Title: Re: Accelarating Attractors
Post by: TouEnMasm on June 06, 2021, 02:35:49 AM

value must be a reserved word for the jwasm and suit compiler.Change it by Valeur and all OK now.
:thumbsup:
Title: Re: Accelarating Attractors
Post by: JK on June 07, 2021, 02:47:51 AM
@HSE

i know this is off topic, but i would like to use your version of SmplMath with ASMC.
Quote... you can find last version in https://github.com/ASMHSE/SmplMath.
Important modification is only one line  :biggrin:, but there is some additions.
Which preliminary steps must be taken to make this possible? The documentation says, it requires parts of the masm run time files, for which files, macros or precedures exist dependencies? Is the CRT required (includelib crt.lib)?


JK
Title: Re: Accelarating Attractors
Post by: HSE on June 07, 2021, 03:56:31 AM
Hi JK!

Quote from: JK on June 07, 2021, 02:47:51 AM
i know this is off topic, but i would like to use your version of SmplMath with ASMC.

It's exactly qWord version, just in big programs you will note that reserved local storage must be bigger than needed.

In 32 bits you can use ML or JWasm  family, no matter. In 64 bits only is tested with JWasm family, I think because at that time there was no 64 bits Invoke macro reliable for ML64.

Quote from: JK on June 07, 2021, 02:47:51 AM
Which preliminary steps must be taken to make this possible? The documentation says, it requires parts of the masm run time files, for which files, macros or precedures exist dependencies? Is the CRT required (includelib crt.lib)?

Mostly are macros. A few procs in a library don't have any dependency.

HSE
Title: Re: Accelarating Attractors
Post by: JK on June 07, 2021, 05:46:07 AM
Thanks HSE!
Title: Re: Accelarating Attractors
Post by: HSE on June 07, 2021, 09:26:56 AM
Hi all!!

Now rotation is around  distribution center, but still in little amount before it's messed what is in front or behind  :biggrin:

Update in first post.

Regards, HSE.
Title: Re: Accelarating Attractors
Post by: HSE on June 14, 2021, 11:24:27 PM
Hi All!

Some transitions requested by Daydreamer  :biggrin:

Regards, HSE.
Title: Re: Accelarating Attractors
Post by: daydreamer on June 15, 2021, 12:43:24 AM
Quote from: HSE on June 14, 2021, 11:24:27 PM
Hi All!

Some transitions requested by Daydreamer  :biggrin:

Regards, HSE.
WOW,cool ,great work Hector :thumbsup: :greenclp:
Add some music next?
Title: Re: Accelarating Attractors
Post by: Siekmanski on June 15, 2021, 05:57:27 AM
Very cool and beautiful.  :cool:
Title: Re: Accelarating Attractors
Post by: HSE on June 15, 2021, 07:42:34 AM
Thanks  :thumbsup:

Strange Attractors are very interesting  :biggrin:
Title: Re: Accelarating Attractors
Post by: daydreamer on June 20, 2021, 08:26:16 PM
Quote from: Siekmanski on June 15, 2021, 05:57:27 AM
Very cool and beautiful.  :cool:
Might next version use d3d point sprites particle code?
Title: Re: Accelarating Attractors
Post by: jj2007 on June 21, 2021, 12:08:27 AM
Quote from: HSE on June 14, 2021, 11:24:27 PMSome transitions requested by Daydreamer  :biggrin:

Fantastic, Hector :thumbsup:
Title: Re: Accelarating Attractors
Post by: daydreamer on July 31, 2021, 06:52:10 PM
Gonna try if it's possible to keep all/most variables inside registers, in loop
Maybe In Workerthread without api calls