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1696
Function Peer Review / Re: Instance Interface How-to
« on: September 29, 2010, 07:03:47 am »
Hm. Does that cause a compile error? It shouldn't. Either way, I'll take care of it.
1697
Function Peer Review / Re: GML: All draw_background functions + 2 custom ones
« on: September 28, 2010, 09:37:08 pm »
Yes, the original was called enigma::currently_bound_texture_index_that_noone_should_ever_change_ever. Because if it's not aligned with the bound index, well, sprites fuck up. Sadly, the check on that variable takes less time than just asking the graphics card to bind it either way. At least, according to an early benchmark. I may re-clock it.
But anyway, serp was unhappy with its deliberately excessive length, and so he shortened it to something nonsensical. *shrug*
But anyway, serp was unhappy with its deliberately excessive length, and so he shortened it to something nonsensical. *shrug*
1698
Function Peer Review / Re: GML: draw_sprite_general
« on: September 28, 2010, 06:28:35 pm »
Nice catch.
1699
Proposals / Re: new Build mode
« on: September 28, 2010, 06:27:20 pm »
If the code is long enough for a CALL, I don't see how its length really matters. Regardless, the whole ordeal could be arranged with a table of function pointers by event ID... there's really no need to waste load time on JIT when you have this much control over the game's assembly. And I mean assembly, not ASM.
1700
Function Peer Review / Re: GML: All draw_background functions + 2 custom ones
« on: September 28, 2010, 12:12:55 pm »
You probably didn't reset the currently bound texture index. enigma::cur_bou_tha_noo_sho_eve_cha_eve or something. Serp shortened it for me. Originally it was massively huge to prevent stupidity.
I will see that these are integrated properly when I merge my current branch and the trunk.
I will see that these are integrated properly when I merge my current branch and the trunk.
1701
Function Peer Review / Re: Instance Interface How-to
« on: September 28, 2010, 12:00:45 pm »
I see. Yeah, syntax checker doesn't like macros at the moment, but when I have that fixed, #define action_set_sprite(X) sprite_index = (X); is really the way to go.
1702
Function Peer Review / Re: Instance Interface How-to
« on: September 27, 2010, 08:04:12 pm »
*slightly scared about new system he has no knowledge of*
TGMG: In the events of the object, sprite_index = spritep will suffice. If called from the create event, I understand the problem. I'll fix that ASAP.
TGMG: In the events of the object, sprite_index = spritep will suffice. If called from the create event, I understand the problem. I'll fix that ASAP.
1703
Proposals / Re: new Build mode
« on: September 27, 2010, 07:59:13 pm »
I gave this some thought, and I'd like to go through with it. It will need to be set up such that it is -not- mandatory.
I was unaware that VStudio could recompile while the executable runs. I will be looking into that; I was originally planning to do some work with DLLs to load new objects and whatnot, but we'll see what I can't do if I find such a module. Recommendations welcome.
So yes, I have more planning to do for it, and more research to do on it. We'll see what I come up with.
I was unaware that VStudio could recompile while the executable runs. I will be looking into that; I was originally planning to do some work with DLLs to load new objects and whatnot, but we'll see what I can't do if I find such a module. Recommendations welcome.
So yes, I have more planning to do for it, and more research to do on it. We'll see what I come up with.
1704
Function Peer Review / Re: Function Peer Review Board
« on: September 26, 2010, 02:19:54 pm »
Once upon a time, there was. It used wgl to generate lists from font glyphs, then it drew them as primitives. However, the triangle count sometimes damaged it more than a like-sized bitmap draw would have, and there was no anti-aliasing... It was nasty. Not to mention it wasn't even remotely cross-platform, as most resources should be. All that being the case, it ended up getting buried. We'll be re-implementing them after Ism finds a way to get Java to render the glyphs white-on-black in an image.
I will add backgrounds to my list, but I have no ETA on them.
Maybe it was cons_show_message(). But it's just a string wrapper to puts(), so...
I will add backgrounds to my list, but I have no ETA on them.
Maybe it was cons_show_message(). But it's just a string wrapper to puts(), so...
1705
Function Peer Review / Re: Function Peer Review Board
« on: September 25, 2010, 09:09:17 pm »
Also, console_show_message().
1706
Tips, Tutorials, Examples / Re: Chesee finder - pathfinding and collision engine
« on: September 25, 2010, 09:02:08 am »
I'm not sure about where to get a really good script for that. The typical strategy for working with rectangles is storing a center point and some lengthdir params.
I don't think the Wild Magic people were trying to act smart. Though it makes me wonder what compiler they were using, since it clearly wasn't VStudio or GCC. (GCC -does- offer an export template extension, but it's explicit).
Anyway, the sources you linked to only have a fraction of the code. They inherit the rest. It's like Rusky's dream system. So if you want to see everything that's going on in the code... well, have fun tracking down all the classes you inherit from.
A quick Google search will find thousands of capable geometric collision examples. Here's one. But collisions are one place I don't even trust my own math skills to generate the most efficient test function, let alone some stranger's from GameDev.net. Or that of some group using Compiler from Hell.
I also don't understand why you needed it converted to GML; are you trying to get it to work in Game Maker as well? G++ compatible C++ can just be copied into WhiteSpace in ENIGMA and used like any other function. Including the code on that GameDev.net link I gave above. Right now, the syntax checker has problems with variable.function(), but I will have that working sometime this week.
When the fix is in the stable repo, I will let you know how to use his code.
I don't think the Wild Magic people were trying to act smart. Though it makes me wonder what compiler they were using, since it clearly wasn't VStudio or GCC. (GCC -does- offer an export template extension, but it's explicit).
Anyway, the sources you linked to only have a fraction of the code. They inherit the rest. It's like Rusky's dream system. So if you want to see everything that's going on in the code... well, have fun tracking down all the classes you inherit from.
A quick Google search will find thousands of capable geometric collision examples. Here's one. But collisions are one place I don't even trust my own math skills to generate the most efficient test function, let alone some stranger's from GameDev.net. Or that of some group using Compiler from Hell.
I also don't understand why you needed it converted to GML; are you trying to get it to work in Game Maker as well? G++ compatible C++ can just be copied into WhiteSpace in ENIGMA and used like any other function. Including the code on that GameDev.net link I gave above. Right now, the syntax checker has problems with variable.function(), but I will have that working sometime this week.
When the fix is in the stable repo, I will let you know how to use his code.
1707
Tips, Tutorials, Examples / Re: Chesee finder - pathfinding and collision engine
« on: September 24, 2010, 08:09:17 pm »
No, Josh went to college and abandoned everyone. Twice.
Don't worry Ism, that's not even what I'd consider "good" C++. I'm sure someone out there appreciates it. Rusky probably does. But I'm not a fan of making a template to do a regular class's job. Especially when it makes that many assumptions about what class Real contains.
They seem to have, however, circumvented my biggest beef with templates, being the lack of extern-ability. How did they do this? wellfuckifiknowillbetitwontevencompileinenigma
Furthermore, I can't retrieve the first .cpp file, or I'd tell you what it did. As for the second source, the first thing I notice is that it won't compile with -pedantic. Not that I make ENIGMA do so, but I've found that serious collaborations compile with -Wall -Werror -pedantic, meaning if the compiler even glances at anything funny, compile fails.
My synopsis is that they whore everything new unceremoniously. I doubt it'll compile in GCC or VStudio due to the lack of extern template in either of them. Not that they explicitly denoted that, anyway. "Wild Magic" is about the size of it.
As far as distance calculations go, the math is like all others. Except encased in uncompilable filth. I would sooner get GLibC to compile in G++ than this project.
Don't worry Ism, that's not even what I'd consider "good" C++. I'm sure someone out there appreciates it. Rusky probably does. But I'm not a fan of making a template to do a regular class's job. Especially when it makes that many assumptions about what class Real contains.
They seem to have, however, circumvented my biggest beef with templates, being the lack of extern-ability. How did they do this? wellfuckifiknowillbetitwontevencompileinenigma
Furthermore, I can't retrieve the first .cpp file, or I'd tell you what it did. As for the second source, the first thing I notice is that it won't compile with -pedantic. Not that I make ENIGMA do so, but I've found that serious collaborations compile with -Wall -Werror -pedantic, meaning if the compiler even glances at anything funny, compile fails.
My synopsis is that they whore everything new unceremoniously. I doubt it'll compile in GCC or VStudio due to the lack of extern template in either of them. Not that they explicitly denoted that, anyway. "Wild Magic" is about the size of it.
As far as distance calculations go, the math is like all others. Except encased in uncompilable filth. I would sooner get GLibC to compile in G++ than this project.
1708
Proposals / Re: new Build mode
« on: September 22, 2010, 09:46:35 pm »
First, for those who don't know, the original Build mode was designed for live-action development. For one thing, it was made to be largely hot-key based. Imagine you are one of the brave ones developing Sonic clones in Game Maker. Sonic is running through the course at 50 miles an hour, then he hits a springboard and goes flying. He's about to fall off the screen, but right before he does, the user presses Ctrl-Space and places a new springboard. Or a new piece of earth. Or a new anything.
Design mode, the new, less-ambiguously named Build mode, was meant to incorporate features that the IDE component simply couldn't offer; the simplest example of that is non-orthographic design. And I chose to say non-orthographic instead of 3D to imply that even in 2D games (which are, yes, technically orthographic), some trait of the game could make it exceedingly difficult to accurately place objects, such as rapidly changing levels or simulated 3D layers. In perspective 3D, this problem becomes even more apparent.
Now, TGMG's proposal appears to be to keep the outputted game in communication with LGM via JNI. We run into a number of problems if we want to try that, particularly;
Basically, to get the most out of cross-compilation with this mode, the game needs to be dependent on the smallest number of items possible. Including the IDE. The two should shake hands after the fact, and not rely on each other in the mean time.
Design mode, the new, less-ambiguously named Build mode, was meant to incorporate features that the IDE component simply couldn't offer; the simplest example of that is non-orthographic design. And I chose to say non-orthographic instead of 3D to imply that even in 2D games (which are, yes, technically orthographic), some trait of the game could make it exceedingly difficult to accurately place objects, such as rapidly changing levels or simulated 3D layers. In perspective 3D, this problem becomes even more apparent.
Now, TGMG's proposal appears to be to keep the outputted game in communication with LGM via JNI. We run into a number of problems if we want to try that, particularly;
- As Ism hinted, JNI is a little bitch. So she's using JNA. I'm not a Java person, so this is out of my scope and falls entirely on Ism. However, the same principle applies in the end for the callback functions TGMG mentioned; ENIGMA has such callbacks as JNI offers provided via JNA. So we could work around this, for the most part. Rendering inside the LGM window, however, wouldn't work.
- Even if rendering in the LGM window were possible via JNA (or if we got JNI working), we're also assuming that all VMs by which ENIGMA can be emulated (Android and iPhone included) would be capable of accessing thread information from the running operating system, which I think is highly unlikely. Not to mention, an emulator will not always be available, where writing the data to a file is -always- an option as the game will -never- be on ROM (Honestly, how would the typical user put it there? [Okay, yes, discs, but those are totally unnecessary]). I have a very special plan in store for build mode that would not be able to work alongside LGM.
- If the user doesn't like the changes (s)he made, there will be a lot of backtracking involved to revert them. A file makes it easy to say "Accept Changes?": if they say no, the file is ignored and deleted.
- I would like build mode to offer a tile and instance creation API. For example, instead of dynamic rendering of "tiles" for auto-generated levels, the user could make calls to an API to remove them all, then re-create them according to their surroundings instead of drawing them as they do in Game Maker. I am unsure of the implications of allowing users to make calls to JNA willy-nilly; perhaps there are no further implications than having them do so with the file interface.
Basically, to get the most out of cross-compilation with this mode, the game needs to be dependent on the smallest number of items possible. Including the IDE. The two should shake hands after the fact, and not rely on each other in the mean time.
1709
Function Peer Review / Re: Function Peer Review Board
« on: September 20, 2010, 09:11:38 am »
If they work when added as a function in Whitespace, or are really worth porting, I don't see why not.
1710
Proposals / Re: LGM themes
« on: September 18, 2010, 09:50:47 am »
I figure LGM may as well adopt its own style, and swing default will suffice. I do have a sort of affinity for the folder icons in your first one, though. It reminds me of a simpler time...
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