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Point carre fixed point
Point carre fixed point










Sequential Least SQuares Programming (SLSQP) Algorithm ( method='SLSQP') Trust-Region Constrained Algorithm ( method='trust-constr') Trust-Region Nearly Exact Algorithm ( method='trust-exact')Ĭonstrained minimization of multivariate scalar functions ( minimize) Trust-Region Truncated Generalized Lanczos / Conjugate Gradient Algorithm ( method='trust-krylov') Trust-Region Newton-Conjugate-Gradient Algorithm ( method='trust-ncg')

point carre fixed point

Newton-Conjugate-Gradient algorithm ( method='Newton-CG') Nelder-Mead Simplex algorithm ( method='Nelder-Mead')īroyden-Fletcher-Goldfarb-Shanno algorithm ( method='BFGS') Unconstrained minimization of multivariate scalar functions ( minimize) Sequential Least SQuares Programming (SLSQP) Algorithm ( Trust-Region Truncated Generalized Lanczos / Conjugate Gradient Algorithm (Ĭonstrained minimization of multivariate scalar functions ( Trust-Region Newton-Conjugate-Gradient Algorithm ( The first part just creates 2 sprites, numbered 0 and 1.Unconstrained minimization of multivariate scalar functions (īroyden-Fletcher-Goldfarb-Shanno algorithm (

point carre fixed point

S32 spritex1 = 0 s32 spritex2 = 0 s32 spritex3 = 0 PA_LoadSpritePal ( 0, 0, ( void* )sprite0_Pal ) // Palette name PA_OutputText ( 0, 18, 2, " 1 pixel/frame" )

point carre fixed point point carre fixed point

Its purpose is to show how you can used fixed point math to move a sprite by less than a pixel every frame. Here’s the code, I’ll explain most of it.












Point carre fixed point