abakobo

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Viewing 15 posts - 376 through 390 (of 455 total)
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  • in reply to: Override question #6187

    abakobo
    Participant

    For me it makes sense because the default constructor is the initialization. And every base ‘typed’ objects should be initialized properly..
    But sometimes it not logical, in the following example the new(i:int) from base does not call default constructor but new(i:int) from extended does…
    Dunno what to think about this

    [/crayon]
    in reply to: Playniax news #6125

    abakobo
    Participant

    Hi

    I’ve had a quick look on pyro2, it looks great!
    I was using ignitionX before switching to MX2. In that framework there was a poly-line collision type that I could not see on pyro2.
    Is it somewhere? Do you plan to add it to pyro2? (it was my most used collision type, way faster than pixel-perfect).

    Is there any gitHub I can fork? I’d like to test some mods on it..

    in reply to: array in struct bug? #6095

    abakobo
    Participant

    Indeed

    in reply to: array in struct bug? #6090

    abakobo
    Participant

    Yes and no ;P, but i thought that it would create a full copy so the pass by value would be consistent..

    in reply to: Structs and Garbage Collection #6086

    abakobo
    Participant

    In my experience the order of fastness is:
    1-primitive
    2-struct field
    3-struct property

    so avoid properties if it is not necessary

    I played along with optimisation in this example: https://github.com/abakobo/learn_monkey2/tree/master/julia
    The most optimised version I could get is not using structs because primitives where faster..
    In the struct_non_optim example you can try 3 different manners to use structs with 3 very different speeds (by uncommenting/commenting). Field being the fastest one.

    And here a little bit of code to illustrate the speed difference between struc and class with a simple object case:

    [/crayon]
    in reply to: MARK: Please look and take note #6074

    abakobo
    Participant

    Online based is sometimes very usable to me.
    For me that kind of wiki is a great kind of resource:
    http://wiki.osdev.org/Main_Page.
    This example is covering one of the most difficult thing to do in development/coding and is still readable.

    IMHO a wiki is the way to go for tutorials, language reference, beginner manual, specific manuals…

    Modifying/adding the code of ‘#rem monkeydoc’ to get valuable infos is a bit problematic because it would need to fork mark’s repo and constantly update his work to get community work usable with F1. Though doable with some manual commits sometimes?
    Or maybe linking F1 search to another base manual.

    The example of litehtml is one of the worst situation because there is no in-code ‘///’ docs.
    For chipmunnk there is some ‘///’ docs doxygen style but c2mx2 is not copying them to ‘#rem monkeydoc’. I suppose it’s possible but don’t know how clanglib works.

    in reply to: Structs and Garbage Collection #6072

    abakobo
    Participant

    So creating a struct and passing it around instead of primitives is basically the same as both the primitives and structs are “pass by value”.

    Yep. And using Structs is generaly a bit faster than classes as it is put on the stack and not on the heap.

    in reply to: MARK: Please look and take note #6030

    abakobo
    Participant

    The main doc weakness is IMO the language reference. Because some part of it are on the blog or even in forum answers.
    A wiki would be a great community initiative. I’m in. I already made some little examples about externals and other things like that.
    And making such doc is probably the best way to learn/master the language.
    My dream doc is a doc with as much running examples as possible..

    in reply to: Monkey 2 examples github #5833

    abakobo
    Participant

    Directory not found often means that the path is too long.
    Try to put you dir not too far from the root dir of you disk..

    in reply to: Is this how it is surpose to be? #5820

    abakobo
    Participant

    Do you have a github repo or another sharing method?
    I’d like to try it and maybe report to mark if I can find something…

    in reply to: trying to implement Mersenne Twister #5636

    abakobo
    Participant

    Eeeks. That kind of bit shifting is so ugly..

    With a fast look I see that oldseed is sometimes a short and sometimes a uint.. Is it normal?
    In that kind of code we are supposed to see only unsigned things don’t we? (index i signed too)

    in reply to: Monkey2 #5577

    abakobo
    Participant

    how close to blitzmax is it going to be? I never used monkey one as Max still works but struts

    I never used Max…

    and there is a precompiled lib could I bring this into monkey2? as I couldn’t get it to work with max

    Theoretically Yes but it may require a lot of work depending on the size and complications you’ll encounter

    from the docs:

    System Imports
    System files are files that are generally provided with the compiler toolset, and that the compiler and/or linker are configured to find automatically. Monkey2 recognizes the following system file types:
    System file type suffix————System file type
    .o, .obj, .a, .lib—————–Static library.
    .so, .dll, .dylib——————Dynamic library.
    .framework————————-MacOS framework.
    .h, .hh, .hpp———————-C/C++/Objective C header.
    .monkey2—————————Monkey2 module.

    also has any one redone the nehe tuts yet

    Don’t know for Nehe but some people played with Opengl/monkey2 if you look in the formus..

    For basic Monkey2 there’s this one :
    https://github.com/Pakz001/Monkey2examples

    And the bananas, examples in the official monkey2 releases (I think there’s some opengl stuff in there?):
    https://github.com/blitz-research/monkey2/tree/master/bananas

    I also put most of my learning examples in a repo but it’s just some specific little things, some for external calls:
    https://github.com/abakobo/learn_monkey2

    There isn’t much for now. Most of what I learnt was with these or by reading most of the posts on this forum. When I have more time I hope I can start some tutos with examples and stuffs because MX2 needs it! But i’m not into GL. I like monkey because it’s at higher level than openGL..

    in reply to: "Class Thing[T] Extends T" won't compile #5576

    abakobo
    Participant
    in reply to: Matrix scale #5575

    abakobo
    Participant

    Maybe this is more of a math question than a M2 question: Is there a way to obtain the current scale factor from an existing AffineMat3?

    I have the following AffineMat3 Extension for my own use:

    [/crayon]

    It’s Based on this answer: http://stackoverflow.com/questions/4361242/extract-rotation-scale-values-from-2d-transformation-matrix

    But I had to change the rotation sign for Axis convention reasons I suppose.

    If you use only 1:1 scales you will have a consistent GetScale() value whatever transforms order you make. If not then the length of the scale will be consistent but you won’t be able to find your original scale if you made a rotation in the “wrong” order..

    in reply to: A Few Questions About: libc #5572

    abakobo
    Participant

    So “USER” has to be converted to a cstring

    looks like it’s implicitly converting on this side

    On Windows “USERNAME” is working..

    Note that

    [/crayon]

    can be declared simply by

    [/crayon]
Viewing 15 posts - 376 through 390 (of 455 total)