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Messages - Josh @ Dreamland

Announcements / Re: I'm bookmarking this day
« on: September 13, 2009, 09:59:20 PM »
Think of it this way. If I let you multithread your object list, one object could be lagging like hell on one thread while the other worked fine. They're like mini-processes under one name. However. Synchronizing threads is a notorious bitch, except for some bloated Microsoft APIs, which I'm not touching anyway.

What that means:
Assuming I could make a separate function list on a new thread, in addition to some confusion with instance_exists (like an instance_sortof_exists()), I can't think of a way right now that objects from other threads could draw anything. (Aside from me calling it again in the first thread).

As retro said, you tell one thread to sleep, it's busy while it does. If that thread is sleeping or lagging, then, I'll have no way of telling it to draw. And frameskipping... probably doesn't work between threads. I have one GL context. So automatic threaded draw is out of the question.

HOWEVER. Once surfaces are figured out (as in, functional on more than 1 in 10 users' cards), I imagine the more... conceptually strong users could figure out how to use them to thread drawing. (IE, a thread2 object that draws global.second_thread_surface)

As far as multithreaded draw with depth... Right now, I'm really tired, so it might just be sleep talking, but I can't even think of a way to do depth between threads. Each thread would be its own "layer" as in GIMP and Photoshop, I imagine.

Another consideration would be threaded scripts. Those could easily work in the background, without much need for automatic sync.

Announcements / Re: I'm bookmarking this day
« on: September 13, 2009, 09:48:35 AM »
Was planning on having the ability to thread a script, and *possibly* move an instance to a new thread. There's no reason to multithread the compiler, that I can think of. GCC is the labor intensive one, and it is probably multithreaded.

General ENIGMA / Re: Enigma IDE (written in C++ using wxWidgets)
« on: September 12, 2009, 09:45:42 PM »
That's not saying much.

General ENIGMA / Re: Enigma IDE (written in C++ using wxWidgets)
« on: September 12, 2009, 09:26:22 PM »
Sounds good, antidote. R4 should be out before then.
a2h-- Why just on Windows?

<_< Retro stole my thunder

Announcements / Re: Greetings from LInux
« on: September 12, 2009, 04:56:06 PM »
Ubuntu has one hourly <_<"
Unlike Windows, though, Ubuntu's don't require restart, save three times.

Announcements / Re: I'm bookmarking this day
« on: September 11, 2009, 02:19:59 PM »
I'm unsure of timeframe once more, now that 9's have evaded me.
This is what would be in a semi-quick R4. For ASAP, remove anything that isn't already being implemented.

Certainly not 3D, or full enough Wii integration to use. Almost certainly not paths. Possibly not sounds, but those are second priority only to backgrounds. It is unlikely that I won't add backgrounds. Tiles, on the other hand, we will see. (It's a matter of time, not ease or capability. Some things will be saved for after there's a working updater and things have settled).

Maybe not Ism's almost-mplay. Not sure on that one.

No interpreter, sorry. I'll see about debug mode as I work with the compiler.

New instance system... I might put it on hold if everything works perfectly, in fear of messing it up again.

DLLs are in, though. Expect them. (Windows only, of course, unless someone has a brilliant plan for working with them on Linux somehow. I've not looked into the matter at all, and although I don't personally think I can run a Windows DLL on Linux, I've heard rumor from someone that there's some way.)

No extensions. But I won't say never.

Limited DnD. (Only the most basic of action_whatever() will be defined at this point, but code flow should work as you are used to)

Announcements / Re: I'm bookmarking this day
« on: September 10, 2009, 07:35:44 PM »
That'd be easy as pie.
Like I was saying yesterday, and as the above demonstrates, the CFile parser is REALLY close to completion. Right now I'm working on parameter declarations, as those require a syntax exception I'm not fond of making. After that, I just have to tell it to recognize the template keyword, which is easy, The template system's already integrated, anyway, just needs the initializer and any debugging that hopefully won't follow.

Then I need to make sure the formatter parser knows what to do with the feedback, and same with syntax checker.

Then I'll make sure it can still compile a game...
Then I'm done...

Perhaps we need some semi-public pre-release testing. I'm thinking it'll just be for forum frequent-fliers, meaning don't tell anyone. I'll start advertising after things work, and a couple things I'm itching to do are finished.

Announcements / I'm bookmarking this day
« on: September 09, 2009, 10:58:18 PM »
I called it fair and square.

Today consisted mostly of school and battling code. But I had fun, and made another awesome dent, at least.

Code: [Select]
a:   Serves as typename : struct
  b:   Serves as typename : struct
    member1:  int 
    member2:  int 

  itsanintyoubastard:  int 
  nested_struct_instance:  b 

auto:   Serves as typename
bool:   Serves as typename
char:   Serves as typename
socks:  int 
colligma:   namespace
  a:  int 
  b:  float 
  c:  double 
  d:  somethin 
  e:  somethin 
  f:  char 
  g:  int  Dereference path: (params = 0)</group>
  h:  int  Dereference path: </group>[]*</group>
  somethin:   Serves as typename : struct
    d:  int 


const:   Serves as typename
double:   Serves as typename
effing_a:  a 
float:   Serves as typename
int:   Serves as typename
lime:   Serves as typename : struct
  candy:  bool 
  disease:  int 

long:   Serves as typename
register:   Serves as typename
short:   Serves as typename
signed:   Serves as typename
some_big_ass_function:  int  Dereference path: (params = 0)</group>
static:   Serves as typename
tt1:   Serves as typename : struct
  tt2:   Serves as typename : struct
    tt3:   Serves as typename : struct
      a:  int 

    tt3i:  tt3 

  tt2i:  tt2 

tt1i:  tt1 
unsigned:   Serves as typename
volatile:   Serves as typename

That was generated from this code:

Code: [Select]
struct a


  int itsanintyoubastard;

  struct b


    int member1, member2;

  } nested_struct_instance;

} effing_a;

namespace colligma


  int a;

  float b;

  double c;


  struct somethin


    int d;

  } d;

  somethin e;


  const mutable char f;

  long unsigned int (h)*[2];

  int g()


    heh; this does nothing;;;;;;



int some_big_ass_function()
  some code

int socks;

struct tt1
  struct tt2
    struct tt3
      int a;
    } tt3i;
  } tt2i;
} tt1i;

struct lime
  int disease;
  bool candy;
  int operator + ();

Pretty awesome. Almost awesome enough to cut it.
Rusky will be amused to know I just moved a 500 line if statement to its own source file. Hahahahahaha. That thing was getting in MY way. Will probably move more.

Things you may have noticed: Supports nested bloody everything. Reports types. Reports references (including functions) in some stack for reverse-iteration. Ignores code.  Clunks out at operator+ because it's skipping another huge-ass if statement I just moved. End of list.

It's damn late, and I'm tired. I'll be up at six tomorrow, so. Just bookmarking this day; it's still mine.
(I'll prolly shoot for some [nearly] equally monumental day coming up, which I will justify with some line of BS.)

Ism is working on an SVN-based updater. This is after we fixed her computer, which is also on Ubuntu, that decided to take a dump and lose her partition table. Through some googling we managed to get it working again from a LiveCD.

Would have made an awesome fish tale if we'd still had time to finish. Nyet...

And night.

Announcements / Re: Greetings from LInux
« on: September 09, 2009, 03:24:25 PM »

I had OS X working for a glorious twelve minutes with 100 byte/second internet and basically zero applications. Didn't get as far as installing their 400GB "development basics" package before it all died, though.

(400GB is a slight exaggeration, 100b/s is not)

Announcements / Re: Welcome to the new server!
« on: September 09, 2009, 03:18:37 PM »
Updates will probably be largely bug fixes, though. Meaning that it'll be known that the changes work, the rest is what's left to figure out.
But yes, it helps to know what's changed beyond the filename.

Announcements / Re: Welcome to the new server!
« on: September 08, 2009, 09:23:30 PM »
I may have to make some bogus rule that qualifies the actual release date as the ninth, at this rate.
Had a lab today, got swamped. -.-

As for change logs, I'm allergic. Each update will have its own changelog, but I'm not making any effort outside of that ^_^

Announcements / Welcome to the new server!
« on: September 08, 2009, 08:55:32 AM »
We're on a new server, with a new host. This resulted in some disagreements.

I... Listen, the CFile parser -- and the others, really -- are approaching a stage where they can be released, even without being 100% complete.

Would everyone like an early preview, if I can make one by the ninth?

With some gearing, the preview could have an updater. So there'd be no more wait for R4; You could just download updates.

Announcements / Re: Greetings from LInux
« on: September 02, 2009, 05:50:47 PM »
We just running low on things to argue about?

Anyway, no, that wasn't a typo. I know 40 pages isn't really that bad, but to just have it dropped on us like that... And that's in addition to my other pages of reading which are about the same number from each class.

Unless you were talking of the subject, which also wasn't a typo. It's really that boring.

I did like this paragraph though:
Quote from: The Nature of Man
       George Bernard Shaw, the famous playwright and social thinker, reportedly once
claimed that while on an ocean voyage he asked a celebrated actress on deck one evening
whether she would be willing to sleep with him for a million dollars. She was agreeable.
He followed with a counterproposal: “What about ten dollars?” “What do you think I
am?” she responded indignantly. He replied, “We’ve already established that—now
we’re just haggling over price.”

Issues Help Desk / Re: Suggest image editor?
« on: September 01, 2009, 08:27:03 PM »
No, that moves the layer behind your selection. Which caused me to burst a blood vessel once.

Amid my hate for the comprehensive manual, I neglected to mention the 20 second load time.

Issues Help Desk / Re: Suggest image editor?
« on: September 01, 2009, 08:24:29 PM »
No, but what ism was getting at is that Photoshop and GIMP are ridiculously overcomplicated. In paint, you select and drag. In GIMP, you select, take half an hour figuring out control-alt lets you drag. Basically, there shouldn't be a manual for a built-in image editor.