Items tagged with: uxn
My 3D projection library for Uxn is complete!
Features points, lines, variable FOV, adjustable view frustum, screen space clipping, and 16 bits of precision, everything in around 4 kilobytes of bytecode.
Tracks available on the Gemini protocol:
#uxn #orca with #sunvox again.
Tried one more way of automating everything, actually I like that one more than others, I think.
Today I decided to recreate in orca a track I wrote when I was a teenager - like, I don't know, maybe I was 13-14 years old.
I didn't really succeed, for some reason I couldn't fully recreate the same sounds and moods, I'll try again sometime.
By the way I'm sorry, I only realised what it looks like at the very end, haha. I hope it is not too obvious.
If you create a .drifblim file, fill it will an input and output path, and a non-zero value. The assembler will prefill its zero-page with the content of the file on load.
So that allows me to never have to re-assemble a #uxn rom when I work. It's kind of hard to explain, so I made a little video.
0. Even though there should be enough wram available I can't create a 64KB of .bss storage for the uxn ram (using 32KB here).
1. There is some memory corruption when trying to use two framebuffers (FG/BG) as seen here. Alignment issues? Something else?
2. Slow as hell, but that is to be expected.
esperamos que lo disfruten y que nos compartan lo que creen a partir de él con esta pequeña computadora de exploración 😀
¡muchas gracias por la traducción, @JotaEmese! ❤
compudanzas — tutorial de uxn
explorations of computing at a human scalecompudanzas.net
The launcher can now assemble tal files on the fly, you can use Left to write #uxn programs, Nasu to make graphics, Dexe to include them into your projects.
That means you can have a complete workstation on a NDS, GBA, Playdate, etc..
Thanks to everyone who helped to put this together.