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Messages - Josh @ Dreamland

196
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

197
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?

198
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.

199
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.

200
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 10, 2014, 09:14:48 AM »
No words, sorlok. That's just awesome.

201
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....


202
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.

203
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.

204
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.

205
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.

206
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.

207
General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 04, 2014, 09:32:36 PM »
Many programs flag self-extracting zips as malicious. That zip was supposed to be a temporary measure, but alas, installing anything on Windows has no better mechanism. Of course, there's always the probability that Robert's managed to catch a virus that hooks his zip program and installs itself.

208
Developing ENIGMA / Re: Font Pixel Alignment
« on: August 03, 2014, 04:43:46 PM »
No; believe it or not, that was for srs. I used to get complaints about that when I'd leave coordinates as integers, because graphics would hop around as if snapped to a grid (namely, integers :P).

209
Programming Help / Re: image_angle & view_angle : problem !
« on: August 03, 2014, 04:41:52 PM »
Thanks, Harri.

210
Developing ENIGMA / Re: Font Pixel Alignment
« on: August 03, 2014, 11:43:55 AM »
...Interpolation occurs when scaling or when drawing across pixel boundaries. If you aren't scaling the text, then the only reason you will have "blurred" fonts is if you are not keeping the vertices on half-pixel bounds.

For our purpose, the projection should always be offset by a half pixel in either direction.

And at this point, I think that all the problems we've had in the past with projection have been less to do with people's cards not working and more to do that no one could ever stop fucking panicking and changing stupid shit long enough to just see if something was working. Has there ever been a point in any of ENIGMA's history wherein we had half-pixel projection offsets, and were making sure to draw font glyphs on whole-integer bounds? I seriously fucking doubt it, at this point.

if you're going to ask "what about the people who want <x>," you should start considering the people who want a 128×96 views blown up to 480p or 600p.