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Socoder -> Monkey -> Monkey2 3D

Thu, 06 Jul 2017, 06:15

Monkey2 3D

Anybody had a dabble with the 3D module yet? Any thoughts?
Thu, 06 Jul 2017, 06:51
The terrain example is very slow here. I think I will wait a while until the module is more useable.
Fri, 07 Jul 2017, 07:45
There was a new prebuild version released last night(itch) I installed it and the 3d is now included.

I have spend some time hacking the terrain test. I was able to add a terrain generator without much difficulties.


I think I will spend some more time learning how to use it now.
Fri, 07 Jul 2017, 07:49
Terrain seems fast enough? I mean, the movement speed is quite slow but it's pretty much locked on 60fps here.
Fri, 07 Jul 2017, 08:10

Though I am having problems with the terrain corrupting when renewing it. In debug emscripten and windows target it seems to work but in release (emscripten) it behaves differently. I think there must still be bugs present. I uploaded a debug version now. That also runs quite fast.
Fri, 07 Jul 2017, 08:22
I just get a pop up that says "input"... what am I meant to do?

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Fri, 07 Jul 2017, 11:56
Are you on mac or tablet? I tested it on two windows 10 pc's(chrome) I tested something else on a older cheaper tablet and also got a input box. In the console it said something like sdl not something.
Fri, 07 Jul 2017, 12:00
Yeah, I was trying it on the iPad..
So,that dialogue isn't your doing, then?

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Fri, 07 Jul 2017, 12:28
The dialog is marks debug things I think.

On the ipad mini 1 I just got a default page saying something went wrong. The other ipad was experiencing an wifi poblem. The internet is bad since esterday.
Sat, 08 Jul 2017, 14:16
I worry about the future of Monkey2 and investing any time in it, and I'll tell you why.

BlitzBasic - Dead.
Blitz3D - Dead.
BlitzPlus - Dead.
BlitzMax - Dead.
All Blitzmax 3D attempts - Dead.
Monkey - Dead.

Why would we be expected to think that Monkey2 has any future? If it was called Blitzmax 3.0 or BlitzBasic 7.0, as the case may be, then it would all be seen as the continuation of one product, rather than seven barely-related products that have little in common.
Sat, 08 Jul 2017, 14:31
They all have a couple of things in common.

1. Over a decade later, games compiled using B2D/3D/+/Max all still run admirably on a Windows system. Compare that to, say, Microsoft's glorious XNA initiative. ...

2. Mark.. Mark is in common with all.

3. They might not be updated any more, but I couldn't honestly consider any of them "dead". Not until people stop using them. And unless Microsoft come along and fuck up our ability to post and play random games, then people aren't going to stop using them.

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Sat, 08 Jul 2017, 15:06
But... It's backwards! Imagine if Unity or Epic said "oh, no more updates for that now. But we made a NEW thing with syntax just different enough to break everything you already know. We've called it.... Chimp. And the best part? It'll be years before it's as good as what we just discontinued!"
Sat, 08 Jul 2017, 15:24
If all of the above were inaccessible, I'd agree with you.
But they're not.
And even more than that, they've been opensourced to the point that they're not "ended".. they've just moved on to a different style of management.

And, true, UE and co don't break syntax and more. But they're building on what's come before, whereas Mark's trying to do something different each time.

I firmly believe Mark has the same sort of fun/buzz from creating new languages, that I do when doing AGameAWeek.
The only problem is, once he's "finished", what happens next..?
Well, this happens..

What Mark really needs is some kind of dev-partner that can take the language he's created, and build upon it.
Since he seemingly hasn't found one, he's opted for open source, so that the whole community can do that job.
And I think that's as good as we're going to get.

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Sat, 08 Jul 2017, 15:43
I think just investing in your skills is more important then the language used. If you know how to make a game quick then you can use any current language(or thing) for it. If Monkey2 has only say 4 or 5 years of life then that is not that bad if you can quickly make something with something else.

Most of my code that I made with Java some 6 years ago also does not compile anymore. Lots of decapricated things now.

edit: And donate a pint of paypal money to mark every now and then to keep him motivated
Sat, 08 Jul 2017, 18:58
Mark has said that MX2 will be his last language... if that's true only time will tell.

A major positive with MX2 is that it is converted to C++ which isnt going to go away any time soon.
Sun, 09 Jul 2017, 18:25
Mark posted how to fix the problem with terrain not being regenerated correctly at every press of the space key. Apearantly I needed to use a pixmap.Clear command for the new local pixmap after you create it as they are not cleared automatically. I fixed the link with the working version.
Tue, 11 Jul 2017, 03:29
Mark has said that MX2 will be his last language... if that's true only time will tell.
Meaning what? After he stops development of MX2 he's quitting making languages? Or development will be ongoing for as long as his hands work?
Tue, 11 Jul 2017, 04:04
All this shake-up in the Blitz communtiy has thrown me off, there's a lot of uncertainty going on there. I'm currently using VSC# to construct a level-editor tool and am considering going over to C++, Unity, or Unreal Engine.
Tue, 11 Jul 2017, 04:07
TGC also threw me off a bit a few years back, I purchased AGK and then AGK-2 suddenly sprung-up from the magician's hat very soon after I made that purchase. If I had known AGK-2 was in the pipline then I would have waited for that instead of getting the first one.
Tue, 11 Jul 2017, 20:04
I agree with GFK... Blitz Corp is disappointing as well as all whats around it..
(xors3d, Albalynx.. and more..)
Mark sibly cannot be trusted to be reliable..

Wed, 12 Jul 2017, 03:54
From what I've gathered Mark will be using MX2 to create his own games and continue supporting it... but again who knows.

Blitz has been reliable for years and years, but the only real way not to be disappointed is to build your own engine... but I'm not interested in that area of games coding.
Wed, 12 Jul 2017, 04:05
Well, I'm happy with it.
And if Mark is indeed aiming to write a few games, it might help him add extra juicy features, too!

Fun Fact.
I've written twice as many games in Monkey than I had in BlitzMax!!

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Wed, 12 Jul 2017, 06:06
I have not made any games with Blitz products yet, but seeing the community and the games that people make with it, I would say that they were successful products. Two years back I spent some $300 on a game engine, and within 2 to 3 months later the game engine developer shut down the forums and sale of the engine. It was a bad mess. In comparison to that what Mark has done is something good as he has open sourced the products that he is not maintaining and allowed the created resources in the forums to be archived.
Wed, 12 Jul 2017, 14:56
yea. I agree. opening blitz products as open source was a great good move from Mark.