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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|681|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Mon, 30 Oct 2017, 09:28
rockford
Yep, that worked great for me too
Mon, 30 Oct 2017, 10:31
Jayenkai


Bitmap Fonts!
And things are now being drawn from 0->640, instead of -1.0->1.0
Loads and loads of maths to figure that lot out...

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Mon, 30 Oct 2017, 10:49
rockford
Are you going to make this framework available, or is it just for personal use?
Mon, 30 Oct 2017, 11:00
Jayenkai
Not sure, yet..
... it’s very Jay-Code
Mon, 30 Oct 2017, 14:11
Jayenkai


Some much needed sprite rotation and colour settings.

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Mon, 30 Oct 2017, 14:25
rockford

Mon, 30 Oct 2017, 18:28
steve_ancell
Works great on my rig Jay.
Mon, 30 Oct 2017, 20:26
therevillsgames
Just test AGAW_004_Getting_Hefty here at work, works fine.

i5 650 @ 3.2GHz
8.00GB
Intel HD GPU

I did notice that the logic continues but doesnt render if you click and hold the title bar. Also when resizing I get these log statements:
00000008> Loading
Requested image: Data/550/AGAWLogo.png
Loaded Image @ 1024
000000009> Loading
000000010> Loading
000000011> Loading

So its reloading the graphics every time you resizing the window?
Tue, 31 Oct 2017, 02:19
Jayenkai
Yeah, when it spots a resize, it triggers a reload.
This is something I've done in all my frameworks since approximately BlitzMax, (or maybe it was as far back as Blitz2D?!) because that had a tendency to "forget" things when you switched between fullscreen and windowed. As such, I've learned to do a reload all the bloomin' time.
I'll be stress testing this, and if it isn't necessary then I'll get rid.. ... But I like to be sure about these things, and have the pieces in place whenever I DO need them!

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Tue, 31 Oct 2017, 04:00
Jayenkai
MinGW likes "int Command(int a, int b=1) {return a+b;}"
XCode dislikes "int Command(int a, int b=1) {return a+b;}"
XCode prefers overloads.
XCode prefers a fucking mess.

.. This is yet another "The core language is fundamentally different" issue I'm having with all the various different C++'s that aren't all C++'s, and are all completely sodding different languages...

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Tue, 31 Oct 2017, 04:30
Dabz
Your right, half the time I dont think C++ is standardised at all...

Take #pragma once, that's a lovely little thing, not standard so if you are thinking of moving code about, it's best to keep clear and just use #ifndef... The language is full of silly little things like that, and this is what happens when companies create their own "versions"... They fuck the whole show up really!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Tue, 31 Oct 2017, 04:32
Jayenkai
And to think, I once complained about the change in structure from Blitz3D to BlitzMax, and then again to Monkey-X. At least they didn't claim to be the same thing!

.. Anyhoo, back to the Framework.
Started Input stuff, today.
OpenGL GLFW3 seems to have a lot of the necessary stuff internally, so I'll no doubt be doing a lot of rewriting of the input stuff depending on the different targets.
But as far as the Win edition goes, there's now Keyboard, Mouse and the basics of Joy input.
I'm going to have to test the input with my usual 3 test devices, though. X360 pad is working, but PS3 pad is untested, as is Competition Pro stick!!

Oh, and the Mouse is currently unscaled..

*sigh* Taken ages getting this working as much as I have, and I've oodles to do to get it fully working, and then working elsewhere.
.. Grrr..
Why can't input be easier!?!

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Tue, 31 Oct 2017, 05:37
Jayenkai
Biggest addition.. F11 for fullscreen!!



Assuming that takes the current desktop resolution, but honestly haven't got a fucking clue..
I don't think I'll be fucking about with a resolution option, after all I didn't with my Monkey framework and nobody ever complained!

Gamepad support is minimal, but should at the very least do something.

Current test build.

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Tue, 31 Oct 2017, 06:45
Dabz
Yep... Okay here... F11 works as expected, Xbox controller works, makes the logo a different size, as well as the buttons add more sprites!

Yeah, looking good!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Wed, 01 Nov 2017, 03:33
Pakz
F11 works here also. A whole FHD filled screen.

Used the old msi nvidia 740m laptop
Wed, 01 Nov 2017, 06:36
Jayenkai
This morning's code session. AGameAWeek blog post.

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Wed, 01 Nov 2017, 13:10
Jayenkai


Hmm.. Getting that weird "Not quite right" skew again, when using two tris to draw a 4-point quad.
Any thoughts?

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Thu, 02 Nov 2017, 02:22
rockford
This happens in GLBasic with the POLYVECTOR commands - it's due to a lack of Z ordering (perspective correction/depth sorting, as it's strictly a 2D image) IIRC, if you are trying to skew/rotate it in 3D; on a flat plain it works a treat.
Thu, 02 Nov 2017, 05:21
Jayenkai
Makes sense, but makes everything much harder to code for 2D sprites!!!
Bah, humbug!!

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Thu, 02 Nov 2017, 07:49
HoboBen
If its a "fake 3D effect in 2D perspective" it looks to me like the texture UV coordinates are off?

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blog | work | code | more code
Thu, 02 Nov 2017, 14:10
Jayenkai


Started work on Audio, today.
That took sodding ages!!!

It isn't actually doing anything, yet, but hopefully it's a good starting point.
*fingers crossed*

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Fri, 03 Nov 2017, 12:16
Jayenkai
Yeah, this isn’t going well.

One "this definitely works" Example I’ve found uses none-Standard file access functions, which the user coded himself and hasn’t posted online.
So, geeze, thanks for posting that code...

Fuck sake.

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Fri, 03 Nov 2017, 12:54
curtastic
Have you watched this series? https://www.youtube.com/watch?v=v7JX5mSw0O8&index=28&list=PLlrATfBNZ98fqE45g3jZA_hLGUrD4bo6_
Fri, 03 Nov 2017, 13:05
Jayenkai
I don't find that I have the patience for tutorial-video things.
Give me the three lines of code that I need, not a (*checks) ... ... One and a half hours!?!?!
... Yeah... no..

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Fri, 03 Nov 2017, 15:09
Jayenkai

View on YouTube

All damn day.
Highlights include...
"Oh, I see. In this instance of buffer, it means the wave data!"
"Oh, I see. In this instance of buffer, they mean the audio channel!"
"Oh, I see. By Source, they don't mean the audio source. They mean the source of the audio!"
"...these examples are fucking awful.."
"I wonder how Mark did it.. I should pinch some of his stuff.."

And basically having to deal with some seriously low level shit.

No test exe tonight. I need a frickin' rest, but I also need to make it more "testy", with pitching, panning and volumes added to various buttons.
As well as stress testing it to make sure it doesn’t leak memory worse than my Nan.

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Fri, 03 Nov 2017, 17:37
jm2bits
Sorry for the late post:

"If its a "fake 3D effect in 2D perspective" it looks to me like the texture UV coordinates are off? "

Looks like an issue to do with non-perspective correct texture mapping (affine texture mapping)

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