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        <title>Kaiochao's site</title>
        <link>http://www.byond.com/members/Kaiochao</link>
        <description></description>
        <lastBuildDate>Fri, 10 Feb 2012 23:34:13 +0000</lastBuildDate>
        <language>en-us</language>
    
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            <title>Glitch or hidden half-feature?</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=228256</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=228256</guid>
            <pubDate>Tue, 31 Jan 2012 01:41:32 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=228256#comments</comments>
            
            <description>If you set a map's icon-size to 0.01, it will stretch to fill the control without preserving the aspect ratio. That means, no more black bars!&lt;br&gt;
&lt;br&gt;
The only glitch is that, when the control is resized, it requires a re-draw or else the map will be blacked out.</description>
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            <title>built-in 'bounds' variable</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=227863</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=227863</guid>
            <pubDate>Mon, 30 Jan 2012 23:02:37 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=227863#comments</comments>
            
            <description>I just discovered this, because it shows up in the vars list. Why isn't it documented?&lt;br&gt;
&lt;br&gt;
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mob&lt;br&gt;    bounds = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;16,16&amp;quot;&lt;/span&gt;&lt;br&gt;    Login()&lt;br&gt;        src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[bound_width]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[bound_height]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;br&gt;        bounds = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;24,24&amp;quot;&lt;/span&gt;&lt;br&gt;        src &amp;lt;&amp;lt; &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[bound_width]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;dmbrace&quot;&gt;[bound_height]&lt;/span&gt;&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// Output:&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;//  16x16&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;//  24x24&lt;/span&gt;
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&lt;br&gt;
I'm liking the variable aliases, like fps&amp;lt;-|-&amp;gt;tick_lag, glide_size==pixel_step_size, etc., but they're only useful to me after I find out about them. Maybe the bounds variable is unstable or buggy or something, somehow. Or maybe you just forgot about it. I'm using it from now on, anyhow.&lt;br&gt;
&lt;br&gt;
I would like, though, if vectors were supported natively. That is, like in Coggoid, properties that &lt;i&gt;belong&lt;/i&gt; together should be the same variable.&lt;br&gt;
For example, an equivalent of your x, y, and z would be pos = vec3(x, y, z). Colors would be vec4(r, g, b, a). Setting pos=1 would be the same as setting pos=vec3(1, 1, 1) since pos is defined as a vec3.&lt;br&gt;
Vector calculations are definitely okay already (jt_vectors creates and garbage-collects new /vectors each operation), but a built-in alternative would be nice. Maybe I could make something using lists, but lists can't have chlidren.</description>
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            <title>Create /shading objects AFTER runtime</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=210248</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=210248</guid>
            <pubDate>Sat, 28 Jan 2012 05:18:28 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=210248#comments</comments>
            
            <description>How about it? When you try to process on a turf that doesn't have a /shading object, create one for it on the spot instead of all at startup.&lt;br&gt;
&lt;br&gt;
I didn't want to put this in the feature tracker yet because I hear things are buggy... Plus, I wasn't sure what this &quot;applies to&quot; when the options are for the BYOND suite and not relative to the library.</description>
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            <title>FILE_DIR look-up</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=154672</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=154672</guid>
            <pubDate>Sat, 21 Jan 2012 16:55:53 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=154672#comments</comments>
            
            <description>I have a code file two directories in from the root.&lt;br&gt;
&quot;.\blah\blarg\code.dm&quot;&lt;br&gt;
&lt;br&gt;
I have icon files referred to in the code file in a different folder in a different folder in the root.&lt;br&gt;
&quot;.\bloo\blee\icon.dmi&quot;&lt;br&gt;
&lt;br&gt;
How do I set FILE_DIR in the code to reach the icons?&lt;br&gt;
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&lt;span class=&quot;dmcomment&quot;&gt;// This is how I would expect to be able to,&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// but it doesn't work. (cannot find file error)&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// code.dmi&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmpreprocessor&quot;&gt;#define FILE_DIR &amp;quot;.\bloo\blee&amp;quot;&lt;/span&gt;&lt;br&gt;&lt;br&gt;obj/icon = &lt;span class=&quot;dmstring&quot;&gt;'icon.dmi'&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;dmcomment&quot;&gt;// maybe this is necessary to keep the compiler cleaner?&lt;/span&gt;&lt;br&gt;&lt;span class=&quot;dmpreprocessor&quot;&gt;#undef FILE_DIR&lt;/span&gt;
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I figure doing this at the top of my code files would make it easier for the compiler. It doesn't have to look through every folder for every icon, just the folder I specify in the code file.&lt;br&gt;</description>
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            <title>fat-peaked cosine graph</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=154679</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=154679</guid>
            <pubDate>Thu, 19 Jan 2012 23:55:58 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=154679#comments</comments>
            
            <description>Excuse my badly drawn cosine graph.&lt;br&gt;
&lt;img src=&quot;http://dl.dropbox.com/u/18273518/fat%20cos.png&quot;&gt;&lt;br&gt;
Is it possible? If so, how?</description>
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            <title>Simplest Way?</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=151264</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=151264</guid>
            <pubDate>Wed, 04 Jan 2012 22:55:37 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=151264#comments</comments>
            
            <description>I know Forum_account's Pixel Movement libraries handle it very nicely, but what I want to know is if there's a very basic algorithm for &lt;i&gt;fractional pixel movement&lt;/i&gt;. What I mean by that is, of course, moving by fractions of a pixel at a time. The importance of that to me comes from usage of math slightly more complex than addition and subtraction (mainly trig).&lt;br&gt;
&lt;br&gt;
The current basic &quot;native pixel movement&quot; requires you to shift positions by integer(s) at a time. This inaccuracy is problematic in a number of cases. Mainly, at higher frames-per-second, the minimum speed limit of 1p/t(pixel per tick) really noticeable. There are also obvious rounding issues with trig functions. They simply won't work with low speeds, causing you to only be able to move one of the 8 directions at rounded speeds. Using the &quot;simple&quot; &lt;tt&gt;Move(loc, dir, step_x + dx, step_y + dy)&lt;/tt&gt; won't use BYOND's awesome pixel-perfect collision detection, where, if an object's bounding box intersects (or possibly even overshoots?) another, it is instantly pushed back.&lt;br&gt;
&lt;br&gt;
What I ask for is the simplest fully-functional method that best uses BYOND's native pixel movement support while providing fractional displacements. Forum_account's technique is to build up the fractional parts and add the integer parts. Is there a simpler way that replaces less of BYOND's native functionality?</description>
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            <title>donate to BYOND!</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=122494</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=122494</guid>
            <pubDate>Mon, 02 Jan 2012 07:27:16 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=122494#comments</comments>
            
            <description>&lt;s&gt;BYOND (as well as myself) would appreciate it if anyone would extend my membership, preferably before the prices rise, but we'd be perfectly okay if you did afterwards.&lt;br&gt;
&lt;br&gt;
&lt;font size=&quot;+1&quot;&gt;Help BYOND!&lt;/font&gt; &lt;font size=&quot;-2&quot;&gt;Help me!&lt;/font&gt;&lt;/s&gt;&lt;br&gt;
&lt;br&gt;
&lt;font size=&quot;+3&quot;&gt;Oasiscircle!&lt;/font&gt;&lt;br&gt;
&lt;font size=&quot;2&quot;&gt;Thanks for the 1 year extension!&lt;/font&gt;</description>
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            <title>walk/step_to() pathing failure</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=138757</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=138757</guid>
            <pubDate>Sun, 18 Dec 2011 09:59:42 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=138757#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
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step_to(A, B)
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&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
When src is trying to get from A to B with a big wall in the way (yes, walls are dense turfs, not dense objs)&lt;br&gt;
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  ||=====&lt;br&gt;  ||&lt;br&gt;A1||&lt;br&gt;  ||&lt;br&gt;A2||      B&lt;br&gt;  ||&lt;br&gt;A3||&lt;br&gt;  ||&lt;br&gt;  ||=====
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step_to()/walk_to() will go to A2 and then get stuck (it returns 0). Is this a limitation of BYOND's usage of A*? Can it be fixed in a way that doesn't force me to use an A* library?</description>
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            <title>I did it</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=121206</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=121206</guid>
            <pubDate>Tue, 22 Nov 2011 00:59:02 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=121206#comments</comments>
            
            <description>&lt;a href=&quot;http://files.byondhome.com/Kaiochao/rotating%20view/rotating%20view.zip&quot;&gt;download (demo)&lt;/a&gt;&lt;br&gt;
&lt;a target=&quot;_blank&quot; href=&quot;http://www.byond.com/members/Kaiochao/files/2011-11/Kaiochao-0002/screenshot.png&quot; rel=&quot;thumbnail&quot;&gt;&lt;img width=&quot;400&quot; height=&quot;226&quot; src=&quot;http://www.byond.com/members/Kaiochao/files/2011-11/Kaiochao-0002/screenshot_thumb.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Now go do it better!&lt;br&gt;
&lt;br&gt;
(because I have obvious rounding issues and I clearly have efficiency problems)</description>
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            <title>raycaster</title>
            <link>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=121179</link>
            <guid>http://www.byond.com/members/Kaiochao?command=view_post&amp;post=121179</guid>
            <pubDate>Sun, 20 Nov 2011 23:24:41 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Kaiochao?command=view_comments&amp;post=121179#comments</comments>
            
            <description>&lt;img width=&quot;224&quot; height=&quot;224&quot; src=&quot;http://www.byond.com/members/Kaiochao/files/2011-11/Kaiochao-0001/raycaster%202011-11-20%20182334.png&quot;&gt;&lt;br&gt;
&lt;a href=&quot;http://files.byondhome.com/Kaiochao/raycaster/raycaster_src.zip&quot;&gt;download&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
Someone make me a pseudo-3D renderer with this (in DM).</description>
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