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Messages - Josh @ Dreamland

Issues Help Desk / Re: Seg Fault once LGM opens ENIGMA
« on: September 22, 2012, 02:51:31 pm »
I have committed a fix to JDI which remedies a couple memory issues (the only two I could detect in parsing every header I could think of).

If it still has a problem, I'm not sure what to try next.

Proposals / Re: Arrays
« on: September 16, 2012, 09:08:58 am »
If we allow arbitrary element access by using an array as an array subscript, and we let 1..5 be the same as [1, 2, 3, 4, 5] (and maybe let 1..2..9 be [1,3,5,7,9]), then that will work.

Proposals / Re: Arrays
« on: September 15, 2012, 02:45:55 pm »
Unfortunately, GML ambiguates [1,2]. It means the same as [1][2]. Otherwise we could do all sorts of neat array tricks.

Perhaps array[[1,2]] could work.

Proposals / Re: Arrays
« on: September 15, 2012, 11:34:44 am »
Agreed with HaRRi, again. Zero seems like an elegant solution.

I'd just make them use array subscripts, except it may not always be the case that the function returns an array of only two elements. It may return five, and the user needs only four.

Proposals / Re: Arrays
« on: September 14, 2012, 09:02:06 am »
I was just going on about how that'd be fine. All I really need is to make sure JDI includes the & in variable types it coerces, then I can ask JDI for the type of ENIGMA's AST.

Proposals / Re: Arrays
« on: September 13, 2012, 11:38:06 pm »
I don't want to use ?, since ? is ternary. [snip=EDL](boolean_expression ? x : y) = 10;[/snip] is already valid EDL. It will remain so in the arrays, I imagine. I do like your [snip]...[/snip] to denote that the array may be larger. However, I like HaRRi's 0 idea better than __unused.

Perhaps as a prefix, ? could denote optionality.
[snip=EDL][0, x, y, ?z] = get_wxyz();[/snip]

Proposals / Re: Static Sprites
« on: September 13, 2012, 04:33:04 pm »
Right. For that reason, the tile system and static sprite system would remain separate; I was just suggesting we lump them together in the UI for simplicity's sake.

I would calculate the max view dimensions, W and H, and divide the tiles into W×H blocks as GL lists/VBOs (VBOs in the new GL system). This way, you draw at most four at a time.

Proposals / Re: Sprite sheets
« on: September 13, 2012, 04:30:56 pm »
Duly noted. The autopacker is coded and done with; we'll just reuse the one used to pack font glyphs.

Another benefit to a resource that I did not list earlier: An option can be given to separate sprite images by M pixels and dilate sprite edges by N pixels. (In addition to other benefits which may stem from having the map in front of you in a UI)

Proposals / Re: Sprite sheets
« on: September 13, 2012, 04:08:06 pm »
The major points to having a resource for it would be
1) To allow the user to have a say in the placement within the texture map
2) To allow the user to fetch the texID of the texture map
3) To solidify the concept to something more precise than a page number
4) To demonstrate to the user how much space is wasted

Proposals / Re: Arrays
« on: September 13, 2012, 04:04:34 pm »
[snip=edl]y = get_some_coordinates()[2][/snip].
But I see the point you're trying to make. I guess we can allow using zero or maybe the null keyword to indicate that you don't want the field; otherwise, you'd do something like this:
Code: (edl) [Select]
int discard;
[discard,y] = get_some_coordinates();

Proposals / Re: Arrays
« on: September 13, 2012, 03:55:20 pm »
No, that would throw a syntax error to the tune of "Assignment array elements must be variables."

Proposals / Re: Sprite sheets
« on: September 13, 2012, 03:53:12 pm »
What appears in the dropdown list?

Proposals / Re: Reintroduction of build mode
« on: September 13, 2012, 03:26:01 pm »
For all I know, it's already out, and you just haven't updated.

Proposals / Re: Reintroduction of build mode
« on: September 13, 2012, 03:12:06 pm »
I'm not hacking together a program to fix a mistake that shouldn't (and soon won't) exist.

Proposals / Re: Arrays
« on: September 13, 2012, 03:11:02 pm »
What would you have [] = scalar do?