current version: 3.0
WARNING: lots of bugs known, fixing in 3.1 sorry, I've stopped working on this computer, and redstone in general. You can still download it, but with all these redstone changes, some stuff may not be working.
what is the RedGame3 (RG3)?
the RedGame 3 is a collab project by me and xeomorpher. it is a computer, witch is designed to, one day, run very simple games on it's GPU, or graphing and user friendly programs. what does it do? whatever you program it to do! most redstone projects in minecraft only do 1 thing. if you want it to do another thing, you have to rebuild it entirely. for this, all you need is a redstone torch in hand to re-program the program memory, and let the computer run the program, just like a real life computer (only more basic). read the manual for information on how to program it!
videos!
trailer:
NOTES: maximum number is not 1027. that was a typo, it's 1023.
150 bits of memory, not 160. another mistake.
using the demo program and general operation:
pictures!
the CPU (bottom) and program memory (top)
the control room, from outside, and everything that connects to it. note: I am aware that the wires near the bottom-centre are not connected, this is part of the debugging and still needs to be wired.
the new, large error detection and handling circuitry, with the RAM in the background.
a slightly closer look at the error detection and handling circuitry
the dual read RAM, custom built for the computer by me.
the corner of the CPU, where the control panel meets with the control and input/output lines
the master dual read output bus from the RAM. ALU on left, RAM on right, and those wires are going to the GPU and serial systems.
the GOTO conditions (connected to blue) and a lot of other minor control lines
the bottom, underground half of the GPU
download the manual here: http://adf.ly/ADtfv
NOTE: manual is REQUIRED to operate this computer!
download the latest version (3.0) of the computer here: http://adf.ly/KXE3p
watch the video in the videos section about how to use the demo program (multiplication). demo program created by beta tester Henke9600. has problems when using 0 as a number, and when the answers are large numbers.
Man, your program memory lines look huge? How many bits is that?
I'm also kind of missing the most basic of the basic specifications:
Clockspeed, How much RAM and how much ROM.
I understand the clockspeed is variable via the user interface and you can tag on more RAM via the DPI port, but knowing the absolute minimal clockspeed before data corruption occurs and how much RAM is implemented per default would be nice to know.
Especialy since the read/write times for memory tagged on via the DPI port is most likely going to be alot slower than the standard RAM.
I'll check how big the program memory is. all I can tell you now is it's huge because it does 4 things at once to make it faster. a GPU/DPI/OTHER command, GOTO, RAM/REGISTER and ALU/INITIALIZATION "sub-commands" in 1 command.
as for the speed, it's currently 40 ticks I think, but the speed will be improved by the final version, or at least I will try to. it's already rather fast.
RAM is 4 bits address and 10 bits per address, so 160 bits RAM.
yea, you could definitely make that! with up to 1024 destinations! if you are willing to have more than that, you can easily do that too. it's a bit overkill for a station, don't you think?
well, I guess it could keep track of who is going where and when, ad do things like graph the popularity of certain destinations on it's screen, possibly make some sort of user interface with the 4 inputs? that would be awesome!
I mean, I designed it so basic interrupts are supported using the GOTO thing in every command that doesn't need GOTO. it could check for new DPI data with this interrupt and this multi-task the interface and station handling!
...wow, I just realized how powerful this thing is!
I looked at the pictures and from what i can see this is extremely slow you will be way better of using something like the cruise ship architecture for this build. just trying to give an advice but of course this is your own decision.
can I get some more details about the CPU and the GPU themselves? such as speed and so on.
and what are the functions of the GPU?
I think the speed was 40 ticks or 60, I don't remember. it does do 4 sub-commands at the same time, though
I've never, ever known how to make "cruise ship" computers. however, the way the RAM and ALU are aligned is like this "cruise ship" thing, with some stuff connecting to this main bus for stuff like the GPU and DPI serial thing.
the GPU functions are listed in the manual. there's pixel, box corners (see manual for that, hard to explain) filled box, hollow box (top/bottom) and hollow box (left/right). to make a hollow box, you have to put those 2 commands after each other. there's also clear screen, obviously. it's compatible with the dual read RAM too (saving to GPU 1 will set the X1 and Y1 values at the same time. simmilar with GPU 2)
also, this doesn't rely on any BUD or instant piston glitches. the only instant thing it has is the instant carry adder, witch doesn't use any glitches still. the only glitch that I know of is the glowstone thing, but that's apparently been confirmed a feature.
I know it's slow and massive, but I'm not in the competition for the fastest computer here. I want the most powerful piece of redstone tech I can design. (NOTE TO HATERS: I am not claiming it's the most powerful, I'm saying this is my ATTEMPT at the best that -->I<---, as in ME, am capable of.). I have plans on making it the first(?) redstone computer that renders 3D with 1 point perspective. NOT real 3D, "fake" 3D.
I know it's slow and massive, but I'm not in the competition for the fastest computer here. I want the most powerful piece of redstone tech I can design. (NOTE TO HATERS: I am not claiming it's the most powerful, I'm saying this is my ATTEMPT at the best that -->I<---, as in ME, am capable of.). I have plans on making it the first(?) redstone computer that renders 3D with 1 point perspective. NOT real 3D, "fake" 3D.
It's looking like a pretty good computer, from the manual (and the pictures here). Although I was really (really) looking forward to a von-newman architecture computer (so I could use a program to write programs for it). Not sure if I could write an interpreter in that ROM. Definitely can't do a linked list or a stack in it. But oh well. Should be an interesting computer to program for, anyway.
I noticed in the manual that RAM values need to be initialized. Never seen that in a computer before... although I suppose it works as a way to write literal numbers to memory without a separate ROM bank. How does the computer know if a value has been initialized? Is there a separate flag bit it checks on every data access?
PS: I suppose I'd actually have to work with redstone a bit more before I could try designing a computer way more complicated than the pros are making now, right?
PPS: You still have a strange definition of 'hater'.
It's looking like a pretty good computer, from the manual (and the pictures here). Although I was really (really) looking forward to a von-newman architecture computer (so I could use a program to write programs for it). Not sure if I could write an interpreter in that ROM. Definitely can't do a linked list or a stack in it. But oh well. Should be an interesting computer to program for, anyway.
I noticed in the manual that RAM values need to be initialized. Never seen that in a computer before... although I suppose it works as a way to write literal numbers to memory without a separate ROM bank. How does the computer know if a value has been initialized? Is there a separate flag bit it checks on every data access?
PS: I suppose I'd actually have to work with redstone a bit more before I could try designing a computer way more complicated than the pros are making now, right?
variable initialization allows you basically to set a RAM value under circumstances. it replaces the ROM slots in the redgame 1 and 2. also, RAM is not cleared when the computer is turned off. reading from it will give you the previous value. RAM initialization is not needed if you are going to save to it before you read from it.
as for specks, I checked and optimized some stuff and found this:
clock speed: 34 ticks maximum speed, so far!
program memory is 3 kilobits (3 000 bits, rounded down a little)
as for the arcutecture and program stack, sorry... I also googled it, I found only a company that designs buildings.
I have no idea on how I could do a program stack anyhow, or any sort of program counter. that's why I accentually created this actually really good GOTO system.
as for the arcutecture and program stack, sorry... I also googled it, I found only a company that designs buildings.
I have no idea on how I could do a program stack anyhow, or any sort of program counter. that's why I accentually created this actually really good GOTO system.
@buildingdesign
...A stack is a data structure similar to a physical stack of papers. You start off by placing the first item on a base. Then the next one on top of it. Then the next on top of that. And etc. When you read a value, it pulls that off the top of the stack. Next read takes the next value down.
C programs use a call stack for method invocations. When you call a function B from somewhere in function A, a call frame representing A is pushed onto the call stack. This frame has a GOTO value indicating where program execution should start from when B returns. It also holds the named variables (things that aren't on the heap; think plain ints and stuff-other-than-arrays) from A, with the values they last had.
Forth is an interesting language in that everything in it operates on a stack. You don't even have named variables. Functions always put variables they return on the stack, and take in variables from the stack. So there's no assigning a return value to something. Or listing arguments to the function. So they're actually called words... Since you can just say them in things that look like sentences. Only they look a bit funky, since you have to say the subject before the verb. Some people have said it makes for really simple programs. And really simple interpreters. And stack-based processors are supposed to be way simpler to make than register-based ones. Take all this with a grain of sand, because I'm just repeating stuff I've read from other people...
Rollback Post to RevisionRollBack
The winner of a rat race is still very much a rat. -Lily Tomlin
It would be cool if someone made a version of the redgame that could load hard drives that people would make with pre loaded programs on them, and you basically just mcedit in to a spot on the redgame that would allow it to connect to the rest of the computer. So basically they would be like dvds or floppy discs to run game or programs of of.
Sorry, i am not very redstone savy, so i don't know if i should be reffering to it as a hard drive or ram! XD
It would be cool if someone made a version of the redgame that could load hard drives that people would make with pre loaded programs on them, and you basically just mcedit in to a spot on the redgame that would allow it to connect to the rest of the computer. So basically they would be like dvds or floppy discs to run game or programs of of.
Sorry, i am not very redstone savy, so i don't know if i should be reffering to it as a hard drive or ram! XD
RedGame is basically Dudearent's brand of computers. Although Xeomorpher helped with this one, apparently.
...As for installable programs, I've been trying to do that on the RedGame 2. By making a schematic in my own program, placing torches as needed in that, then saving that to a file. That actually is sharable between people using a computer. As for hard drives... The closest thing would probably be a piston tape. And we can't share those over the forums very easily
I wish computers could keep all their programs in memory, so you could use programs to write programs. Although that would be rather hard to share between players... Seeing as it's a bit difficult to send Redstone signals through real life XD
Rollback Post to RevisionRollBack
The winner of a rat race is still very much a rat. -Lily Tomlin
@buildingdesign ...A stack is a data structure similar to a physical stack of papers. You start off by placing the first item on a base. Then the next one on top of it. Then the next on top of that. And etc. When you read a value, it pulls that off the top of the stack. Next read takes the next value down. C programs use a call stack for method invocations. When you call a function B from somewhere in function A, a call frame representing A is pushed onto the call stack. This frame has a GOTO value indicating where program execution should start from when B returns. It also holds the named variables (things that aren't on the heap; think plain ints and stuff-other-than-arrays) from A, with the values they last had. Forth is an interesting language in that everything in it operates on a stack. You don't even have named variables. Functions always put variables they return on the stack, and take in variables from the stack. So there's no assigning a return value to something. Or listing arguments to the function. So they're actually called words... Since you can just say them in things that look like sentences. Only they look a bit funky, since you have to say the subject before the verb. Some people have said it makes for really simple programs. And really simple interpreters. And stack-based processors are supposed to be way simpler to make than register-based ones. Take all this with a grain of sand, because I'm just repeating stuff I've read from other people...
Oh don't worry, I know what the stack is! I know how it works and what it does, I just don't know how I could implement one in minecraft. Returning values and stuff (even though your arcutecture states it's not necesarry) and stuff seems hard. As for a compiler, there are now 2 people willing to make one! I'd reccomend to start making a programming language both can use, or work together or something. As for redgame 3 progress, I'll hopefully be releasing the trailer soon. Still to do is some manual fixes, and a few bugs found by beta testers. Henke (a beta tester) even managed to make a multiplication program! It runs well (after some fixes) on maximum speed, besides my computer lagging.
EDIT: sorry about all the 1 paragraph things, but android decided to remove all new lines for some reason. this fourm really needs an android app.
Also, a typo in manual.. page 5.
You say that to make 30 with binary you need 16 and 4, just change it to 20 if you care about it..
Really it doesn't matter to me, but it might be missleading to someone.. idk..
the computer is almost finnished, and I have some good news!
I'm currently using some multipliers and dividers I found on planet minecraft (don't worry, I'll credit the creators!) and I'm going to hook them up to create a GPU addon DPI device. the device will preform
(a/B)*c.
while a, b and c and the output are 4 bits for the GPU, the system actually works in 8 bit precision, shifting up 4 and shifting down again for output, otherwise it won't work.
this device will be used to preform the slope intercept algorithm,
y=((y2-y1)/(x2-x1))*x.
this can be used to draw a line between any 2 given points. not only will it be used for that, but also 1 point perspective 3D rendering!
in other news, I'm going to fix some stuff up and close beta testing. all people who sent applications will still be replied too, but no new applications. I already have a suprizingly large number of people testing it! only one of them is currently reporting bugs though (henke 9600) so that's another reason.
EDIT: put equations in code marks, forum decided to make them into smiley faces.
Holy crap. I was amazed with Redgame 2, but 3?! Boss Mode enabed for you good sir. (I am one of your subscribers on YouTube, my YouTube account name is the same as my fourms name)
Edit: I also get on the RDF server from time to time I mainly stay on the school server
the RedGame 3.0 is almost ready for release! it will be done in T minus 30 minutes at time of writing, and come with a demo program (thanks, henke9600!)
note that it might still be buggy! the multiplication program also seems to not work so well with large numbers.
WARNING: lots of bugs known,
fixing in 3.1sorry, I've stopped working on this computer, and redstone in general. You can still download it, but with all these redstone changes, some stuff may not be working.what is the RedGame3 (RG3)?
the RedGame 3 is a collab project by me and xeomorpher. it is a computer, witch is designed to, one day, run very simple games on it's GPU, or graphing and user friendly programs. what does it do? whatever you program it to do! most redstone projects in minecraft only do 1 thing. if you want it to do another thing, you have to rebuild it entirely. for this, all you need is a redstone torch in hand to re-program the program memory, and let the computer run the program, just like a real life computer (only more basic). read the manual for information on how to program it!
trailer:
NOTES: maximum number is not 1027. that was a typo, it's 1023.
150 bits of memory, not 160. another mistake.
using the demo program and general operation:
the CPU (bottom) and program memory (top)
the control room, from outside, and everything that connects to it. note: I am aware that the wires near the bottom-centre are not connected, this is part of the debugging and still needs to be wired.
the new, large error detection and handling circuitry, with the RAM in the background.
a slightly closer look at the error detection and handling circuitry
the dual read RAM, custom built for the computer by me.
the corner of the CPU, where the control panel meets with the control and input/output lines
the master dual read output bus from the RAM. ALU on left, RAM on right, and those wires are going to the GPU and serial systems.
the GOTO conditions (connected to blue) and a lot of other minor control lines
the bottom, underground half of the GPU
NOTE: manual is REQUIRED to operate this computer!
download the latest version (3.0) of the computer here: http://adf.ly/KXE3p
watch the video in the videos section about how to use the demo program (multiplication). demo program created by beta tester Henke9600. has problems when using 0 as a number, and when the answers are large numbers.
I'll check how big the program memory is. all I can tell you now is it's huge because it does 4 things at once to make it faster. a GPU/DPI/OTHER command, GOTO, RAM/REGISTER and ALU/INITIALIZATION "sub-commands" in 1 command.
as for the speed, it's currently 40 ticks I think, but the speed will be improved by the final version, or at least I will try to. it's already rather fast.
RAM is 4 bits address and 10 bits per address, so 160 bits RAM.
well, I guess it could keep track of who is going where and when, ad do things like graph the popularity of certain destinations on it's screen, possibly make some sort of user interface with the 4 inputs? that would be awesome!
I mean, I designed it so basic interrupts are supported using the GOTO thing in every command that doesn't need GOTO. it could check for new DPI data with this interrupt and this multi-task the interface and station handling!
...wow, I just realized how powerful this thing is!
I think the speed was 40 ticks or 60, I don't remember. it does do 4 sub-commands at the same time, though
I've never, ever known how to make "cruise ship" computers. however, the way the RAM and ALU are aligned is like this "cruise ship" thing, with some stuff connecting to this main bus for stuff like the GPU and DPI serial thing.
the GPU functions are listed in the manual. there's pixel, box corners (see manual for that, hard to explain) filled box, hollow box (top/bottom) and hollow box (left/right). to make a hollow box, you have to put those 2 commands after each other. there's also clear screen, obviously. it's compatible with the dual read RAM too (saving to GPU 1 will set the X1 and Y1 values at the same time. simmilar with GPU 2)
also, this doesn't rely on any BUD or instant piston glitches. the only instant thing it has is the instant carry adder, witch doesn't use any glitches still. the only glitch that I know of is the glowstone thing, but that's apparently been confirmed a feature.
I know it's slow and massive, but I'm not in the competition for the fastest computer here. I want the most powerful piece of redstone tech I can design. (NOTE TO HATERS: I am not claiming it's the most powerful, I'm saying this is my ATTEMPT at the best that -->I<---, as in ME, am capable of.). I have plans on making it the first(?) redstone computer that renders 3D with 1 point perspective. NOT real 3D, "fake" 3D.
It's looking like a pretty good computer, from the manual (and the pictures here). Although I was really (really) looking forward to a von-newman architecture computer (so I could use a program to write programs for it). Not sure if I could write an interpreter in that ROM. Definitely can't do a linked list or a stack in it. But oh well. Should be an interesting computer to program for, anyway.
I noticed in the manual that RAM values need to be initialized. Never seen that in a computer before... although I suppose it works as a way to write literal numbers to memory without a separate ROM bank. How does the computer know if a value has been initialized? Is there a separate flag bit it checks on every data access?
PS: I suppose I'd actually have to work with redstone a bit more before I could try designing a computer way more complicated than the pros are making now, right?
PPS: You still have a strange definition of 'hater'.
variable initialization allows you basically to set a RAM value under circumstances. it replaces the ROM slots in the redgame 1 and 2. also, RAM is not cleared when the computer is turned off. reading from it will give you the previous value. RAM initialization is not needed if you are going to save to it before you read from it.
as for specks, I checked and optimized some stuff and found this:
clock speed: 34 ticks maximum speed, so far!
program memory is 3 kilobits (3 000 bits, rounded down a little)
and MCEdit found this:
size: 200 long 186 wide and 53 blocks high
redstone count: 46 166
redstone torch count: 5 456
repeater count: 5 830
piston count: 2 116
as for the arcutecture and program stack, sorry... I also googled it, I found only a company that designs buildings.
I have no idea on how I could do a program stack anyhow, or any sort of program counter. that's why I accentually created this actually really good GOTO system.
@buildingdesign
...A stack is a data structure similar to a physical stack of papers. You start off by placing the first item on a base. Then the next one on top of it. Then the next on top of that. And etc. When you read a value, it pulls that off the top of the stack. Next read takes the next value down.
C programs use a call stack for method invocations. When you call a function B from somewhere in function A, a call frame representing A is pushed onto the call stack. This frame has a GOTO value indicating where program execution should start from when B returns. It also holds the named variables (things that aren't on the heap; think plain ints and stuff-other-than-arrays) from A, with the values they last had.
Forth is an interesting language in that everything in it operates on a stack. You don't even have named variables. Functions always put variables they return on the stack, and take in variables from the stack. So there's no assigning a return value to something. Or listing arguments to the function. So they're actually called words... Since you can just say them in things that look like sentences. Only they look a bit funky, since you have to say the subject before the verb. Some people have said it makes for really simple programs. And really simple interpreters. And stack-based processors are supposed to be way simpler to make than register-based ones. Take all this with a grain of sand, because I'm just repeating stuff I've read from other people...
Sorry, i am not very redstone savy, so i don't know if i should be reffering to it as a hard drive or ram! XD
RedGame is basically Dudearent's brand of computers. Although Xeomorpher helped with this one, apparently.
...As for installable programs, I've been trying to do that on the RedGame 2. By making a schematic in my own program, placing torches as needed in that, then saving that to a file. That actually is sharable between people using a computer. As for hard drives... The closest thing would probably be a piston tape. And we can't share those over the forums very easily
I wish computers could keep all their programs in memory, so you could use programs to write programs. Although that would be rather hard to share between players... Seeing as it's a bit difficult to send Redstone signals through real life XD
EDIT: sorry about all the 1 paragraph things, but android decided to remove all new lines for some reason. this fourm really needs an android app.
onetwo things were wrong, though. I'll put notes to correct them.- Squarest of the Dogs
You say that to make 30 with binary you need 16 and 4, just change it to 20 if you care about it..
Really it doesn't matter to me, but it might be missleading to someone.. idk..
I'm currently using some multipliers and dividers I found on planet minecraft (don't worry, I'll credit the creators!) and I'm going to hook them up to create a GPU addon DPI device. the device will preform while a, b and c and the output are 4 bits for the GPU, the system actually works in 8 bit precision, shifting up 4 and shifting down again for output, otherwise it won't work.
this device will be used to preform the slope intercept algorithm, this can be used to draw a line between any 2 given points. not only will it be used for that, but also 1 point perspective 3D rendering!
in other news, I'm going to fix some stuff up and close beta testing. all people who sent applications will still be replied too, but no new applications. I already have a suprizingly large number of people testing it! only one of them is currently reporting bugs though (henke 9600) so that's another reason.
EDIT: put equations in code marks, forum decided to make them into smiley faces.
Edit: I also get on the RDF server from time to time I mainly stay on the school server
the RedGame 3.0 is almost ready for release! it will be done in T minus 30 minutes at time of writing, and come with a demo program (thanks, henke9600!)
note that it might still be buggy! the multiplication program also seems to not work so well with large numbers.