Abe _King_

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Viewing 15 posts - 1 through 15 (of 71 total)
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  • in reply to: Ryzen 7 2700X 8 Core 16 Threads: 16gb DDR4 Ram #15967

    Abe _King_
    Participant

    Windows, Android, Emscripten with Debugging&Release for each target in 1 hour? What a dreamy build haha

    in reply to: Alien Phoenix #15966

    Abe _King_
    Participant

    The isometric lighting you have going on here is looking beautiful! I would love to see how it performs on my laptop 🙂

    in reply to: Tiny Tank(working title) – 2d topdown tank game #15965

    Abe _King_
    Participant

    I’m liking the look of this game! Keep it up 🙂

    in reply to: Polygonal Decomposition – Concavity Support #15950

    Abe _King_
    Participant

    @abakobo –removed wrong reply— No shaders involved there! All primitive work, with special thanks to Ethernauts for his help 🙂

    in reply to: Polygonal Decomposition – Concavity Support #15946

    Abe _King_
    Participant

    @abakobo My intentions for making this actually weren’t for Box2d, although I was thinking it would be fairly useful in the future if I wanted to use it with Box2D.

    I actually needed this for textured polygons which I have got working – shown here: https://www.youtube.com/watch?v=fp1nCmfV-aw&feature=youtu.be

    This splits it up into a stack of convex polygons though, and if you needed to break them down into less than 8 vertices I would imagine the step of splitting an already convex polygon would be pretty simple.

    This is not a proof . . . but I believe, since all diagonals of a convex polygon lie inside of it, that if you split a convex polygon from any vertex to another you’ll end up with two convex polygons. So it should be easy to do using some recursive function. And I suppose you could re-use this function if you are not confident it will always be convex – since this code guarantees one.

    in reply to: Simple image shader (GLSL) #15937

    Abe _King_
    Participant

    Which browser are you using? It’s not working on Chrome!

    Failed to compile shader:ERROR: too many uniform

     

     

    Working fairly nicely in FireFox!

    in reply to: Cross-platform Development in Monkey2 #15919

    Abe _King_
    Participant

    That’s good to hear! Whenever the release of the new version happens I will be taking a good look at those & other features!

    So I did take a look at the build references table, and it seems just list what file types Monkey2 can interface with. There’s really nothing, directly, indicating what exports each file type/language supports.

    So right now, the easiest thing for me to ask is, if cross-compatible code is my goal then I should stick with Monkey2 and C++ as though both work on every export right now, right?

    Thanks!

    in reply to: Cross-platform Development in Monkey2 #15889

    Abe _King_
    Participant

    Thanks, DruggedBunny! I knew I’ve seen this somewhere, I just couldn’t seem to find it again – it’s been like over a year since I read it. I really appreciate your help 🙂

    If I have questions I can’t find on that page I’ll make sure to post back here!

    in reply to: Namespace Collisions – solved #15877

    Abe _King_
    Participant

    I hope that works because every time I tried that the compiler would throw some weird error. At least it did every time I tried yesterday! My intuition was to assume it did, but for some reason, it always said my reference didn’t exist – even though it was imported . . .

    And you’re absolutely a programmer, I hope I didn’t come across as implying anything against that! I did look in the documentation to make sure I wasn’t doing anything wrong or if it was documented but there was nothing about this being possible in the documentation so I finalized my findings that way.

    I justed tested it, and it’s working 😀 – you’re a life saver

    in reply to: Namespace Collisions – solved #15875

    Abe _King_
    Participant

    I actually looked in the documentation for namespace features before posting this, to make sure the feature I need doesn’t exist, and I could not find what I needed.

     

    What I absolutely need is something found in every modern language:

    javascript:      https://stackoverflow.com/a/39282290
    python:           https://stackoverflow.com/a/29010729
    dartlang:        https://stackoverflow.com/a/19723473     (even has a feature for hiding and showing specific names in a namespace)
    C++:               https://stackoverflow.com/a/1211402 ( this is literally exactly what I’m saying we need )
    C#:                  https://stackoverflow.com/a/509089
    haxe:                https://haxe.org/manual/type-system-import.html#import-with-alias
    visual basic!!!! https://docs.microsoft.com/en-us/dotnet/visual-basic/programming-guide/program-structure/namespaces#avoiding-name-collisions 

    Monkey2 needs this — well, I really need it haha. This feature is found in literally every modern language.

    in reply to: Change the View Offset #15188

    Abe _King_
    Participant

    @c0d3r9

    I’m not sure what you’re trying to do anymore, you may need to clarify more specifically the goal and what you are presently using to achieve the goal.

    in reply to: Change the View Offset #15156

    Abe _King_
    Participant

    Not exactly sure what you’re looking for but I’m assuming you’re looking for working with applying transformations to the canvas??

    The basic ones I can recommend to start out with would be translating the canvas and scaling the canvas. Utilizing both could allow you to create something of a camera that can pan and zoom.

     

    These both have different effects on the way things are drawn if you do them in a certain order. I recommend applying these transformations prior to any drawing.

    in reply to: JSON extensions #15155

    Abe _King_
    Participant

    Never noticed this before, but awesome stuff! Thanks for the share Nerobot!

    in reply to: New to Monkey 2 #14756

    Abe _King_
    Participant

    Is that just a list of people joining and leaving? I don’t see much communication going on(I imagine its just the TedIDE) . . . And if those people are joining and leaving then really the only people they’re talking to and the only people that see their messages are the ones which are active at the time they are. Which is really what I found to be the problem in my eyes. There was essentially no way to gauge how many people actually frequented the server’s unless you were always on while on discord I can just see who talks and what not!

    I just really like Discord knowing there’s no extra effort on both party’s ends to have asynchronous communication. Neither of them needs to be on, or look at an external chat log, to talk reliably to each other! From what I gathered IRC is simply not meant for this – it just seems counter-productive with such a flexible userbase.

    I think it’s all preference. . . One’s modern and has everything already integrated and closed up while one is old school and flexible. They both get similar jobs done and they both have tradeoffs! I approve whatever is the most productive and from my own experience Discord is the easiest to browse and engage in conversation – it’s not just a pop in pop out.

    As far as active people you’re right. Discord does require more commitment than IRC, but not too much more. And while I’m a part of the active and loud few, quite possibly the loudest (ha!), it’s a similar concept with IRC. . . We need to keep on helping Monkey2 grow and be better :). In the end, I don’t care what happens – as long as we can make Monkey2 better!

    in reply to: Love your Monkey. Patreon! #14754

    Abe _King_
    Participant

    I’m proud to say I recently have! Right on, Monkey2!

Viewing 15 posts - 1 through 15 (of 71 total)