Mark Sibly

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Viewing 15 posts - 556 through 570 (of 1,431 total)
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  • in reply to: Mojo3D: Built-in VR support #9940

    Mark Sibly
    Keymaster

    Note: I do have a DK2 and tried to get it working recently with ‘open vr’ (the vive/valve API) but with no joy – apparently a known issue. Next step is to try the oculus api I guess, but I am less excited about that due oculus’ ‘walled garden’ approach, although I’m not not really sure what the ramifications are for publishers actually, maybe nothing?

    in reply to: Error running application on Android #9939

    Mark Sibly
    Keymaster

    You only have to open the project once in android studio. After that you can just alt-tab between ted2go and android studio, building in one, running in the other. Ditto with xcode.

    This way, you can modify the project, change test devices, sign builds easily, get nice logcat output with filtering and maybe even c++ debugging once I work out how! And the next time google break everything, you’re still good to go.

    Up to you of course, but I found the whole command line build/debug process really crappy. Maybe its easier if you know what yer doing though!

    in reply to: Mojo3D: Built-in VR support #9938

    Mark Sibly
    Keymaster

    I would love to but don’t currently posses a usable VR unit.

    I could get a stero display going I guess, but the units do all sort of other fancy crap these days too like time/space warp and the barrel distortion.

    in reply to: Sprites in Mojo3D #9919

    Mark Sibly
    Keymaster

    Ok, cheers, turns out Texture.Flags setter was completely borked – getting some nice ‘outrun’ style pixels now!

    I’ll also add a textureFlags param to SpriteMaterial.Load, but being able to modify flags is way cool.

    in reply to: Sprites in Mojo3D #9917

    Mark Sibly
    Keymaster

    Just having a play with sprites…

    How do you set the texture flags on a sprite? Setting the flags on SpriteMaterial.ColorTexture didn’t have an effect.

    This should work, which flags were you trying to use.

    in reply to: Error running application on Android #9915

    Mark Sibly
    Keymaster

    I just tried the PromptInvasion banana on an x86 emulator running lollipop (api 21) again and all is still fine here.

    I’ve posted the ‘view details’ output from the virtual device manager below. You could perhaps try to create an identical virtual device and run PromptInvasion on it.

    Also, your env_windows.txt file has MX2_ANDROID_APP_PLATFORM=20 which looks unusual and is not what I have here (android-14). Any reason you changed this? Have you tried MX2_ANDROID_APP_PLATFORM=android-14? you’ll need to rebuild all modules etc, and delete any .products files.

    And that’s me about out of ideas, sorry.

    Emulator details (mostly default settings):

    in reply to: Error running application on Android #9912

    Mark Sibly
    Keymaster

    Have you updated to latest Android Studio, NDK etc?

    Everything works fine here on both my nvidia shield and the emulator.

    How have you configured the emulator?

    Can you perhaps send me a zip of the Android Studio project somehow?

    in reply to: Error running application on Android #9908

    Mark Sibly
    Keymaster

    Please try monkey2 v1.1.06, available from blitzresearch.itch.io

    in reply to: Error running application on Android #9906

    Mark Sibly
    Keymaster

    What version of android does your device run? What version of monkey2 are you using?

    There is a bug in one version of android that can cause libraries to fail to load if they are not loaded in correct dependancy order by the app. This has been fixed in more recent versions of monkey2 though. I recommend trying monkey2 v.1.1.06 if your not already. Otherwise, we have a problem!

    in reply to: [REQUEST] Add 'With…End With' Statement in Monkey2 language #9895

    Mark Sibly
    Keymaster

    Still can’t decide how much/if I like that.

    It doesn’t help that the example doesn’t make any sense (where is InfoLabel declared?) but I can’t really see myself using it, I guess if I had to initialize a massive struct or something…

    Any other opinions on this? I think Amiga blitz actually had something like this, but it looks like it didn’t have much of an impact on me!

    in reply to: Texture Atlas for sprites+tilemaps #9894

    Mark Sibly
    Keymaster

    I’m a bit unclear on what you’re actually doing here, ie: what are you using 3d for? Maybe just go with a 2d system?  You can always draw 2d stuff to a 3d texture, ala insectoids demo in b3d. If you’re using images, you’re really in the 2d realm anyway I guess.

    There’s still no transparency in 3d yet because I would like to try to make it ‘more correct’ (probably wont be 100% correct however I do it) than I have in the past and aren’t quite sure show yet (!) – but it’s likely to be overkill for your needs here I suspect!

    in reply to: ReadProcessMemory #9893

    Mark Sibly
    Keymaster

    HANDLE should be:

    Alias HANDLE:Void Ptr

    in reply to: Can't compile simple WinApi call #9882

    Mark Sibly
    Keymaster

    Yes, the values of these consts are already defined in windows.h!

    in reply to: Help creating my own meshes #9869

    Mark Sibly
    Keymaster

    I use s,t,p,q for texture coordinates because that’s what opengl/glsl use.

    If it’s a huge hassle I can change it I guess, or even add u ,v, overloads?

    in reply to: Can't compile simple WinApi call #9868

    Mark Sibly
    Keymaster

    > I don’t get why some things are written:

    Mainly because this is how it’s written in the .h files, ie: the equivalent ‘c’ is probably something like:

    It’s wildly inconsistent, but that’s how windows is written and it has it’s own sort of logic.

    The goal here is to come up with monkey2 code that matches the meaning of the actual ‘c’ code in windows.h so the compiler accepts the output monkey code.

    Where to look it all up is a bit tricky. Header files are a good start, and googling ‘msdn HWND’ etc still works pretty well a lot of the time. I should be able to do most the HWND etc type stuff myself, and after that it’s just a matter of entering the APIs.

    This is kind of one level of abstraction away from how blitzmax worked, where you had to declare structs very precisely so that struct byte sizes and field offsets were exactly right or all hell would break lose at the binary level. With monkey2, you really just have to get types and names right or things break at the compiler level instead!

Viewing 15 posts - 556 through 570 (of 1,431 total)