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There’s currently no way to init 2d arrays like this sorry. You’ll need to use an array of arrays, ala Danilo suggestion, or manually initalize elements one by one.
I do plan to add this eventually (and N-d copies, slices etc) but it’s a little tricky due to c++-isms, and with 3d, 4d arrays etc the syntax gets pretty weird.
Fix for this is now up in develop branch.
You’ll need to updatemx2cc though.
I think there’s a node/pathfinding demo in blitzmax!
You currently need to use something like wget.exe on Windows – have a look at modulemanager.monkey2 in ted2 source.
You currently need to use something like wget.exe on Windows – have a look at modulemanager.monkey2 in ted2 source.
Lines can currently only be split after ‘[‘, ‘(‘ or ‘,’ tokens.
This is pretty much the state of things, and it’s been enough for my needs so far.
Assuming we want to ‘fix’ this (do we?), we can either add more ‘skip eols after this char’ chars, or something like ‘..’ – what’s the general preference here?
One thing I don’t want to do is add hacks for auto-skipping eols. This is surprisingly hard to do in a ‘clean’ way (ie: without having some bizarre side effects), and I am, in general, OK with mx2 being a little bit ‘prescriptive’ about how code should be written.
With this in mind, ‘..’ is probably the most flexible approach, although I guess a combination of ‘more chars’ and ‘..’ would work too.
Look for the following line in bin/env_macos.txt…
Monkey1MX2_SDKROOT=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.2.sdk…and manually change the SDK dir here. The above is for the ‘latest’ SDK that I have installed.
The button’s gray background is actually due to the Skin and SkinColor style properties.
My advice for skinning a gui would be to use App.Theme.Load() with a ‘theme file’. Alas no demo of this yet, but it’s used by Ted2 to load themes.
Hi,
Not sure if it’s the problem, but this is probably not doing what you expect:
button.Style.BorderColor.A = 0
Color values are ‘structs’ and structs are returned by value, so BorderColor is actually returning a copy of the border color, so you’re only modifying a copy which will have no effect. In fact, I think the compiler is supposed to catch this, could be an mx2cc bug.
Actually, Local x:=10,y:=20 is not c/c++ list initialization, it’s just a series of decls that gets executed left-to-right. This should indeed be docced, as should expression evaluation order.
Though geometry shaders are a capability of GLES3.2
That I did not know…more research required!
One thing I’ll be slightly sad to see is that this means mx23d won’t support the current generation of hobbyist computers.
Yeah, didn’t think about this, and it is kind of sad, but I never really felt like I got mx2 working properly on Pi anyway, and when I did manage to get a shader-fied demo running, performance was pretty terrible. But still, point taken. Pi4 perhaps?
android 5.1 (lollipop) or below, which is now 2 versions behind the current and correlates with the gles2.0 only support
gles3.0 only requires 4.3 (and HW support of course), although 3.1 requires 5.0. I have no idea what the difference is between 3.0 and 3.1 though, and it could well be important so who knows.
I can still make 2d Android apps compatible with gles2 devices
For sure.
That’s fantastic, would love to see more!
I’m still using a “Me” field to self reference the object so that it can be passed into the ChipMunk queries
Should be fine as long as you remember to keep ‘me’ GC-alive somehow. Generally speaking, keeping ‘me’ in a stack or list or some container will do the job.
I’m gonna be dealing with exactly the same issues soon when I tackle bullet physics for 3d and should be able to come up with a cleaner solution (although this isn’t all that bad!).
Very cool!
Thank you!
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