Do you want a sparse 3D array or will your array be "full", with no holes? If it's sparse, simply use a dict indexed by (x, y, z). If it's full, you can either use a list of lists of float lists, or numpy's arrays. numpy is a fairly cool library when you want to do computations on large arrays in Python.
Programming Discussion Thread
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09-04-2013, 08:50 AM
I got a friend who was adamant for a while that python was the best non-C++ language to work out what to do. I ended up with this:
Code: import bpy I now just have the issues that Blender freezes after a script runs for more than a few seconds, and that, although the api says I'm doing it right, mat.type = 'VOLUME' crashes the script. Given how long it took to find that bit of the API, I'm not sure anyone actually knows what I'm supposed to do.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT 10-14-2013, 03:34 PM
Haven't posted here in a while. GB Enhanced is actually getting along nicely. Spent a bit of time doing CPU work, now I can pass all of Blargg's GB CPU tests. That's good, because now every issue is certainly down to either timings, memory access, or LCD emulation (but that's still a pretty wide area in and of itself). At any rate, I implemented full MBC1 support recently, so games that have RAM and battery backed RAM play, and I can even save some games (there's a bug somewhere and some games delete the saved data, but it works in some games). Finally fixed a pesky LYC/STAT interrupt issue that was giving me headaches with Mega Man. It's not much, but compatibility is already better than JSGB, so that's something at least.
There's still a lot of work to do (add custom sprites to the reworked emulated LCD, joystick support, save states, a few other STAT interrupts types, an in-app GUI like Mednafen or even better like PPSSPP SDL, sound, bug fixes) but I'm to the point where I can enjoyably play many of my favorite games. Kirby's Block Ball runs perfectly; it was the first game I ever had for the GB Pocket and it was a gift from my grandmother. I spent hours on Wario Land too, and that's almost 100% in GBE too (minor transparency issues + disappearing saves). Once more MBC support comes, I'll be able to start playing games like Pokemon. Can't wait to get around to implementing GameShark codes when I start playing Red Version :p More pics, mind the increased size, I was playing with Nearest Neighbor 3x: 10-15-2013, 05:09 AM
(This post was last modified: 10-15-2013, 05:12 AM by AnyOldName3.)
I'm reading the New Turing Omnibus, as it's something that knowing you've read encourages universities to let you do computer science, and found a chapter on neural nets. I then implemented the psuedocode in Java, and it was going well until I reached the point at which it was theoretically finished. It currently 'learns' how to convert polar coordinates to Cartesian coordinates for a bit, and then starts learning in the wrong direction (i.e. it gets worse than it was earlier) until the error is infinite, then a few cycles later, it starts returning NaN, which it isn't supposed to. Anyway, can anyone see where the issue is?
Code: import java.util.Random;import java.lang.Math; Okay, code /code tags don't work. have the .java file. Also, did you know that both .java and .ITMADEMECHANGETHEFILEEXTENSION are blocked from being attached by the forum.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT
Finally got a decent GB/GBC flashcart. No, this isn't to play games on (fwiw, the GB and GBC and even my original GBA are terribly hard to play these days without backlights) I got this so I could debug GB/GBC hardware for my emulator. Even though we have the GB programming manual from Nintendo available online, not even that freakin' explains everything (like how the LCD mode is reset when the LCD is disabled, and reset again when it's enabled, stupid stuff like that). I'm writing my own test ROMs (by hand with a hex editor)
Unboxing: Wait... what?: Testing on real hardware!: |
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