Exactly. And actually, internally, it's basically just multiplication and addition; the modulo isn't necessary when working with 32-bit integers since the number limit itself acts as the modulo, cutting off any excess data.
But, thanks for the feedback!! :-)
And thanks for that site! I was wondering what other values were unique.
And I'm very thankful to be staff-picked on my first tutorial!
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Agamer
Member Since 25 Mar 2009Offline Last Active Yesterday, 02:48 AM
About Me
I like programming, solving math and logic problems, playing games I made, playing puzzles, thinking, more thinking --
I'm visionary, mind-wrapped, reticent, meta-cognitive, short-circuit ambitious --
I rarely finish games, I'm obsessively organized, I excessively perfect details --
et cetera...
I'm visionary, mind-wrapped, reticent, meta-cognitive, short-circuit ambitious --
I rarely finish games, I'm obsessively organized, I excessively perfect details --
et cetera...
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Game Maker, C, C++, Java, etc.
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Doing something right!
Posts I've Made
In Topic: Game Maker randomness unveiled
14 May 2012 - 12:16 PM
In Topic: Making a prequel-sequel?
11 April 2012 - 05:02 PM
I think it would depend a little on what the game is. But I think if people really liked the first game, they would look at the sequel and expect the same kind of gameplay, or at least something similar; yet also vice versa: if people didn't like the first game, they'd probably expect the second to be just about the same.
Those are just a few things to consider.
Those are just a few things to consider.
In Topic: Free-rotating arbitrary dimensions
11 April 2012 - 04:55 PM
So, basically, you're saying, it's really not possible?
I'm certainly not asking that it be capable of rotating every axis of the dimensions at once. And, actually, @chance, that was sort of one of my thoughts, but a little more elaborate:
That's why I was wondering, is there any way at all that I could use the shift-rightclick to cycle through the dimensions in such a way that I could achieve full freedom?
Basically:
- With the mouse, I can hold shift and click and drag the space around, to anywhere I want. Without having to make any selections, I can drag the view all the way to -1000 and to +1000 in the x and y axes. I can zoom in and out to get as much detail or as wide a shot as I want.
- Does it make sense that I should be able to take a series of dimensions and contain them into a supposed 'single dimension' that I can briefly and efficiently cycle or drag through with one user input, whereas I can use the other user input to control the motion and the finer detail?
I'm certainly not asking that it be capable of rotating every axis of the dimensions at once. And, actually, @chance, that was sort of one of my thoughts, but a little more elaborate:
- Three dimensions can float and rotate around freely without affecting any further dimensions (just like two dimensions can spin without turning the third dimension). So, my first idea was to allow the user to pick the three dimensions affected by the rotation of shift-control-rightclick. And the user would pick it using shift-rightclick (preferably in a drop-down menu). Then these dimensions would rotate freely without affecting or causing any change in the other hyper-dimensions.
That's why I was wondering, is there any way at all that I could use the shift-rightclick to cycle through the dimensions in such a way that I could achieve full freedom?
Basically:
- With the mouse, I can hold shift and click and drag the space around, to anywhere I want. Without having to make any selections, I can drag the view all the way to -1000 and to +1000 in the x and y axes. I can zoom in and out to get as much detail or as wide a shot as I want.
- Does it make sense that I should be able to take a series of dimensions and contain them into a supposed 'single dimension' that I can briefly and efficiently cycle or drag through with one user input, whereas I can use the other user input to control the motion and the finer detail?
In Topic: Free-rotating arbitrary dimensions
11 April 2012 - 12:13 AM
Exactly!! You're absolutely right! That's why I'm updating it, and making it have a 10X more convenient interface. The point is, currently, I can't continue until I break this confusing puzzle.
In Topic: Help with transformations
09 April 2012 - 07:24 PM
You can actually simplify that to this as well:
spin+=0.1; d3d_transform_set_rotation_z(spin); // replace add with set here d3d_transform_add_translation(x,y,0); d3d_model_draw(model,0,0,0,tex); d3d_transform_set_identity();
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