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Though slow, the work on the docs I started hasn’t really fizzled out.. I’m actualy desperate to have some readers that would give me confidence to do a pull request. My main problem is that english is not my mother tongue so I’m not sure of the text i’ve been writing. And I’ve been alone on this although the community was looking like there was some motivation for working on the docs.
You can see the modified docs here: http://turdus.be/monkey2docs/docs/
The forum topic about this is sticked in the developpement section (may be the fact that it is sticky makes it less visible because not upped sometime?).http://monkey2.monkey-x.com/forums/topic/integrated-docs-github-community-organisation/
I’m keeping the fork constantly up to date (and mergable) with the dev branch: https://github.com/mx2DocsCommunity/monkey2If you want to participate i’ll be glad not to be alone on this.
As for the examples, it would need a system that let us create links from the docs to samples, idealy opening the sample in ted2(go). And I have no idea how to do that for now…
–Attachments:
Yep boolean properties are more friendly, and compatible with the enums. They should just activate the bitwise stuff, and someone willing to go with the bitwise operators can alwaus go that way.
Yes there are big commits due the arrival of 3d..
Will check with the latest release.Fragment shaders should be the fastest method but mx2 has to be hacked in order to get them working (or go custo gl). And mojo has had a lot of changes these days so it should be better to wait a bit before rehacking it. Or wait for official custom glsl shaders support that I suppose will happen some day.
there’s a playaround here: http://monkey2.monkey-x.com/forums/topic/playing-with-shaders/
don’t know if it’s vertex or fragment shaders though. but it’s custom glsl.I get:
Semanting…
C:/mx2_short/Adamspacem2/RunMe.monkey2 [834] : Error : Value of type ‘mojo.graphics.Texture’ has no member named ‘GLTexture’
C:/mx2_short/Adamspacem2/RunMe.monkey2 [835] : Error : Identifier ‘TextureFilter’ not foundshould i use a modified mojo or maybe an older version of mx2? (mine is latest develop)
This julia set generator forum topic is about plot drawing. It uses pointers to pixmap to speed up plot by plot generation.
http://monkey2.monkey-x.com/forums/topic/julia-set-fractal-generator-optimisation-drawpoint/
perhaps this helps with deployment.
Yes, it’s mandatory for mobile targets (and web?)
I usualy use a canvas to draw to my image, that way I don’t have to use new unless it’s size changes. It’s less ressource hungry I think.
Hi
I’ve had the first merge conflict some days ago but it was just a little thing (preprocessor page that I started and that is now created on mx2-dev).. It’s a good occasion for me to up this post (though it’s sticked).
Sadly this has not been a community work at all.. but anyway I’d like to show you where I am (and if it’s relevant to “pull request”).
You can have a direct look at the docs WIP at http://turdus.be/monkey2docs/docs/ (updated may28)
Only the language part has been touched, no modules (well the monkey module only).What has been added for now:
-Pointers
-Conditional statements
-Loops statements
-Preprocessor (is now marks original with display problems resolved)
-Index(keywords, operators, types and preprocessor)
-Enums
-Try/Catch error handling
-Misc
-And an empty page with suggestions for assets imports & management.what’s left in issues:
-importing assets, File stream stream assetdir currentdir… what about it depending on platforms (& file formats). Import wildcards and the @ token. (only a page has been created for this with htese suggestions on it)
-generics would deserve a topic? “where” and “implements” for generics type constrain are not documented.
-char_t and other libc structs are missing though they have #rem monkeydoc!
-staticIf, is it a feature?
-User defined object’s operators partly undoccumented (only visible in “Expressions>operator overloading” section)
-it would be nice if inherited properties, methods,…. were visible in the child’s section
-c2mx2 is not copying api docs
-mojo app OnBlah stuff mx1 style is now implemented as ‘signals’ in AppInstance. a note for mx1 users would be nice.
-protected, private, public: shared things when in the same .monkey2 file
-keyword “Extension”————
I feel a bit lonely on this so i’m not shure I’ll continue as I’m not good enough in english to write it properly.
Please leave comments, critics,…
you can participate at
https://github.com/mx2DocsCommunity
(the default branch of this fork is up to date with brl/dev branch as of may 28 and can be merged without conflict)grtz
I have some unexpected behaviuor here! Am I doing something wrong or should i post an issue?
[/crayon]Monkey123456789101112131415161718192021222324252627282930313233[crayon-5cbaa0c97487e596532218 inline="true" ]Namespace myapp#Import "<std>"Using std..Enum myEnuma=1b=10c=100d=1000e=10000EndFunction Main()Local i:IntLocal e:myEnume=myEnum.c|myEnum.e|myEnum.ai=ePrint i 'should print "10101"? and prints it!e=e.b|e.di=ePrint i 'should print "1010"? and prints "1002"If e=myEnum.b|myEnum.d Then Print "equals ok"e=myEnum.c|myEnum.e|myEnum.di=ePrint i 'should print "11100"? prints "10236"If e=e.c|e.d|e.e Then Print "equals ok"End[/crayon]Monkey123456789101112131415161718192021222324252627282930313233343536[crayon-5cbaa0c974883508224312 inline="true" ]#Import "<std>"Using std..Enum myEnuma,b,c,d,eEndFunction Main()Local i:IntLocal j:intLocal E:myEnumLocal F:myEnumE=myEnum.b|myEnum.d|myEnum.ei=EPrint i 'should print 8? prints 7F=E.d|E.ej=FPrint i 'should print 7? prints 7If F=E 'F(d,e), E (b,d,e) so I suppose E<>F but it detects it as equalPrint "problem 1"ElsePrint "no problem 1"EndIf myEnum.b|myEnum.d|myEnum.e=myEnum.d|myEnum.e 'here it detects it as equal (very strange?)Print "even bigger problem? 2"ElsePrint "no big problem? 2"EndIf myEnum.b|myEnum.d|myEnum.e=E.e|E.b ' here it detects it as not equal (nice)Print "even bigger problem? 3"ElsePrint "no big problem? 3"EndEndSearch for “functional reactive programming”.
But my opinion on this is that functional is not really relevant for direct I/O stuffs. For the FP lovers only. Nearly all GUI toolkits are imperative.
re-downloaded the dropbox link and now runs!
In debug it sometimes crashes after the balls take some kind of accelerations.
AND I could not put a ball in a hole! Is it normal?
Looks quite good!
Yep latest develop + updatemx2cc
Will rebuildall once again just to be shure..
I’m getting a “Unable to load poolatlasb.png” error and I could not find the file in the products/assets directory (found in poolmod/data though).
Tested on W7Congrats for that work, the forum thread is very educative!
I would love to see your shader code (and all the game code and tools/utilities code) as a download pack like github for example.
Your github (strangeismyname) seems to only have an old mx2 fork.. -
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