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Messages - Josh @ Dreamland

Developing ENIGMA / Re: Iji on ENIGMA
« on: August 24, 2014, 10:06:07 PM »
Doesn't the original Iji executable work in WINE? I mean, the thing isn't lost to the world; it just doesn't build for Linux. Isn't it relatively easy to compare the ENIGMA feel to the original? Or do I misunderstand you?

(I've never played Iji through, so forgive me if there was an obvious joke there)

Developing ENIGMA / Re: Android
« on: August 23, 2014, 04:59:41 PM »
Unfortunately, as I understand it, all the linking is done internally by some Android build tool that works with .mk files. The example mk files are, as usual, a labyrinthy maze of short yet impossible-to-read files of use to fucking no one. And the tool doesn't have a "verbose output" mode. So we have no idea what's going on.

Conceivably, someone could just grep over all mk files for anything resembling a link call, but I haven't tried.

Proposals / Re: Saving / Loading Games
« on: August 21, 2014, 08:52:33 PM »
My ideas on the matter are on the Wiki. I intend on using new parser magic to implement this dynamically if no one handles that by the time I finish it. :P

I am not volunteering you, Sorlok, but unless I'm mistaken, you already know everything you need to know to implement that in the current compiler.

Developing ENIGMA / Re: Android
« on: August 21, 2014, 08:48:04 PM »
Actually, no, and none of the people I work with actually work on Android, so even after hours I can't solicit their help for you. The -v was for gcc, so you can tell if it's calling the right one. But since you already know it is, there's no point. What are you stuck on now, apart from linking? I thought that's where the big issue is, and that's what I don't know how to do. Google results for "link android app" are monumentally unhelpful; they seem to assume that you're writing in Java, so GWS ends up thinking "link" means "hyperlink."

Developing ENIGMA / Re: Android
« on: August 19, 2014, 10:40:57 PM »
A quick way to test that is to call it with -v. :P

Issues Help Desk / Re: Saving gmx files
« on: August 19, 2014, 10:39:15 PM »
I suppose that is pretty unintuitive. Did you just want it renamed to GMX, or did you have something else in mind?

Issues Help Desk / Re: Linux Requirements
« on: August 15, 2014, 06:51:21 PM »
ENIGMA officially supports any distribution which has a competent package manager and is based on the X11 window server. Wayland support and/or Mir support will be added down the road, as they roll out.

General ENIGMA / Re: Ini Plugin Upgrade
« on: August 15, 2014, 06:45:38 PM »
Exciting; I like the new feature set. Though it could make the functions less efficient, so I'd be careful. Probably not an issue; INI just isn't a great format to begin with.

Anyway, no, if you know that the type is real, then using var is pointless. I don't care if you overload it for integer types and float types. I'm inclined to agree that real implies float/double. A solution that can't *break* Windows is to overload both. However, if you do have multiple overloads, you'll have to overload for const var/variant&, otherwise the call will be ambiguous.

Developing ENIGMA / Re: Iji on ENIGMA
« on: August 10, 2014, 09:14:48 AM »
No words, sorlok. That's just awesome.

Proposals / Re: some proposal
« on: August 08, 2014, 07:47:43 AM »
I thought we had an Italian translation. If not, we have detailed instructions on how you can translate it here. I'd definitely make sure we don't have Italian first, though. We have like four other Italian users and I believe all of them had translation enabled automatically....

Proposals / Re: some proposal
« on: August 07, 2014, 09:15:13 PM »
Code folding was planned, but never implemented. Then there was some scrambling to build a new IDE. Then nothing happened. This is likely to be a much-requested feature, but no one's realy volunteering, at this point.

Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 07:06:00 AM »
The problem is that ENIGMA's events are synchronous. A normal clock applet does a repaint once a second or once a minute, and only ever gains CPU time otherwise when the user interacts with it. The panel tells the applet that the user has done something, and the applet responds. Using ENIGMA to code this, you'll instead be responding every thirtieth of a second, wasting CPU in the meantime. ENIGMA's default event loop is designed for games, which always have logic that needs performed 30 or more times per second. Your typical applet draws once, then sleeps for hours.

General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 04, 2014, 09:59:18 PM »
I think at this point Robert has the packaging process down to a science, but uploads are still a pain for him because he's on FiOS or something nasty. What we really need is a script that does the packaging for him. It'd be pretty easy to set up a cron job or web form on this site to run it. I have no idea what he does to package these zips, though, and I think it involves interfacing with Eclipse.

Off-Topic / Re: Can enigma be a widget engine?
« on: August 04, 2014, 09:38:30 PM »
You are able to include arbitrary C++ code in ENIGMA games. You can do any of that stuff. The issue is that you probably don't want the weight of an entire game engine powering your little desklet. I'd recommend writing a minimalistic system under Platforms/ and implementing a full None graphics system, if you wanted to pursue that.

Programming Help / Re: image_angle & view_angle : problem !
« on: August 04, 2014, 09:35:45 PM »
That matrix code is universal. It should be in some helper function outside of GL. The only GL-specific code is the code that takes the result matrix and ships it to the GPU.