Thanks! I had to go through a bit of bugfixing to get to this. Also did a smaller 6144 pixel render but now I'm just gonna leave it in my Screenshots folder...
Using Shadertoy, I got an HD version of my renderer, and using the EXACT same settings it was normal, but with even just 100 iterations it looks quite crazy. And also dark.
By iterations, I mean the MAX amount of iterations that can be done.
Nice! By the way, the coloring algorithm(in HSV) is:
if iterations is not equal to max_iterations:
color(iterations / max_iterations, 1, iterations / max_iterations)
else:
color(0, 0, 0)
After some playing, I realized using a constant instead would fix the darkness problem I was having with the Shadertoy renderer.
So, instead this could be used(Color in HSV again):
if iterations is not equal to max_iterations:
color(iterations / 20.0, 1, iterations / 20.0)
else:
color(0, 0, 0)
I may try creating another version of my renderer using Processing.
I got a Mandelbrot render through the Shadertoy I created:
https://ibb.co/VNvYY6N
ITERATIONS: 100
ZOOM: 1
COLORING ALGORITHM: HSV(ITERATIONS / 20, 1, ITERATIONS / 20)
@s_noonan I'm sure that "Na2xb5" is just used as an EXAMPLE! I'm sure that it means: When 2 of any piece is on the same row / column("columns only" for pawns, as pawns only move forward/diagonal), different notation needs to be used to specify which piece was moved.
For the other 2 questions, here's my answer(Maybe not correct):
Q1 - "What buttons?"
A1 - Buttons that probably aren't in the scene yet.
Q3 - "Why show "LEGAL MOVES" if it's not being used?"
A3 - I can't even think of an answer
@Little I feel like one of the main reasons for that is that the AHOX Hydrogen can have a higher clock speed than the AHOX Basic PC's thanks to the Clock Rate Multiplier. Maybe attempting to run it at a Clock Rate Multiplier of 1 can give the same results as in the AHOX Basic PC's.
I am trying to make a cube with a 3D polygon renderer I made, and I am basically just NOT able to get camera rotation to work. It seems like it is creating some problems with some points getting behind the +z axis. I also do NOT understand how Z-clipping can work. Checking this scene to see what I'm doing wrong...