ENIGMA Forums
General fluff => General ENIGMA => Topic started by: skarik on July 28, 2011, 02:05:02 pm
-
So, now that switch statements are in, I can almost use Enigma with my Game Maker games. As in, only one game compiles.
Sooo, is event_user a bitch or something? Should I not be using event_user? Is event_user a horrible thing that should die?
Also, collision_circle. Replacing it with collison_rectangle works fine buuuuuut - actually no I just want to hear the technical reasons
And yeah. I'm going to go bother my tenants for rent now. Four days early. Thanks.
Also, unrelated, what the HELL is a callback in the context of why should I use it instead of adding a function pointer to a list or something? And yeah. That's it.
Yeah, these phone calls will be fun.
-
Event_user isn't all that hard; it's just gone unimplemented because its use is uncommon. If you bother us about it enough, it'll get done.
Collision_circle isn't in just because it requires math that's more fun to do out on paper than to implement in a collision engine.
Anyway, aside from callbacks often being threaded or handled by some other system, I don't see a difference between them and the list you described. At least in C++.
-
@Josh - My simple RPG engine (http://enigma-dev.org/forums/index.php?topic=759.0) that I posted about a while ago also uses event_user, so I guess it would be nice to have.
(of course there are lots of other things the engine uses that ENIGMA would need but whatever)
-
please
EVENT.
FREAKING.
USER.
ಠ_ಠ
-
please
EVENT.
FREAKING.
USER.
_ _
סּ_סּ
ಠ_ಠ
Use the right eyes.
Also josh, fix all of my broken stuff thnx.
(also lol first post)
-
Ahh, thanks, they didn't copy over from Word correctly, I'll edit that now.
-
Holy shit, it's a daz!
Anyway, yeah... *hides*
I'm working on the code editor again.
-
Holy shit, it's a daz!
Anyway, yeah... *hides*
<span style=\"font-size:3px\">I'm working on the code editor again.</span>
You make me weep. Also, user events would be very handy.
-
jazz
-
event_user is very useful. It should be implemented. :P
-
I concur with the above post.
-
Assuming that User Events are implemented.
-
I make extensive use of User Events, but I guess they could all be scripts instead. I'm using paths now for well pathfinding so hopefully that will get some love too.
-
HaRRiKiRi is working on paths now, actually. I gave him a hand with converting GM's 0-1 path positions to a position on a segment and ultimately to coordinates. From what I've seen, they're coming along rather well.
He's probably going to hit a snag with preallocation and getting his constructor to do reallocation, but I'll help him with that if he needs.
As for user events, I didn't realize so many people actually had use for them. I will see about implementing them; there may be some additional memory overhead or it may be completely optimized out, but it should be easy enough to do.
-
Paths are being worked on, but they cannot be finished until the extension system is done. And that's Josh's and Ism's job.
edit: What preallocation and reallocation are you talking about?
-
Ah, yes, I forgot about that extension system. TGMG was working on the selector for it... I haven't heard back from him.
-
@Josh - (about user events) How else would you implement virtual functions in Game Maker?
But, really, user events *can't* be that hard to make. I mean, how do you implement create/step/etc.? Can't you just make user_event0 to N, and then create a table of function pointers?
In fact, I only user_event for constant events, so in my case, defining user_event as a C macro would probably work, even if it'd only be a short-term solution.
-
No, it's not that hard. It just requires me picking a spot to put that function table, and generating it at compile time.
-
Would it take long to do such?
-
EVEEEEEEEEEENNNNNNNNNNNNNNTTTTTTTTTTTTTTTTTTTTTTTTTTT_USSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
-
I'm getting the impression you want event_user.
-
@Josh Really? What gave you that idea?
I believe what skarik really asked for is for an ENIGMA setting to activate case insensitivity in the parser, and to allow repeated characters to behave as a single one. ;)
-
Probably.
Anyway, what I haven't mentioned is that I'm dropping event_user in exchange for polymorphic member scripts. It'll be backwards-compatible, but there's a wait on that until Ism gets back and implements EGM.
You'll be happy to know it's at the top of my when-EGM-is-done list.
-
polymorphic member scripts.
Actually, if done right, that could actually be better than user events, since referencing virtual methods by name is more readable than by some obscure number.
However, the convenience of having it all in the object editor is pretty nice.
In the end, whether it sucks or rocks all depends on the implementation.
-
It will be in the object editor. "It'll be backwards-compatible." I'll basically replace all user events with these member scripts under predictable names, have event_perform call those, and that'll be that.
-
(http://alltheragefaces.com/img/faces/large/fuck-yeah-aww-yeah-l.png)
as long as I can give my objects their own scripts I can call at my whim I'm happy
-
reported for offtopic