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>> No.2562878 [View]
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2562878

>>2561254
Just because you don't instantly get math doesn't mean you should give up on it. Nobody instantly gets it. That's literally like expecting a person to play an instrument perfectly the first time. It takes some thought and a little practice, but I think most people are capable of it. The key is to associate math with something interesting like a useful concept, and then you get excited about it. For example, I love computer graphics, and am now a pro at linear algebra, which is arguably the most useful math I know across all disciplines. It's astonishing how many things you can describe with a little math. Math and physics are beautiful, and we owe our modern way of living to engineering.

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I've got a lot of free time now. This project has taken nearly 2 months instead of 2 weeks, but I've had to split my attention. I should be able to finish up the collision strategy I've developed and generalize mobs.

Also I'll do sound.

Let's talk sfx first. Send me a signed 16-bit PWM waveform a multiple of 16 samples long. Try not to make these samples extremely long. I have a codec from PWM to SNES Bit Rate Reduction (BRR) format.

For music, you supply the same kind of sounds. You get 8 voices, sound effects interrupting from voice 7 and to voice 0. Music is composed of a per voice stream of key and loop instructions:

Key:
TTTT LLRR PPPP SS AAAAAA
>TTTT = 15-bit unsigned time until next instruction
>LLRR = Volume. Signed 8-bit values for both L and R stereo outs. Negative = reversed phase.
>PPPP = Pitch. 14-bit unsigned fixed point number with 2 integral and 12 fractional bits. Linear -2 to 2 octave.
>SS = The sound to play.
>AAAAAA = Attack-Sustain-Decay-Release (ASDR) envelope control. Complicated. We can talk.

Loop:
LLLL NN
> LLLL = 12-bit instruction offset
> NN = 8-bit number of loops before continue. 0 = Infinite loop.

Timing and echo commands too.

If this is too much, develop in a sequencer and we'll work on adapting it.

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