Mark Sibly

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Viewing 15 posts - 991 through 1,005 (of 1,431 total)
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  • in reply to: what does #Import "shaders/@/shaders" do? #5114

    Mark Sibly
    Keymaster

    This copies the assets in the ‘shaders’ dir to an output ‘shaders’ assets subdir.

    Any import asset path that contains ‘@/’ will copy the asset(s) to the left of ‘@/’ to the dest asset dir after ‘/@’, eg: “Import “myimage.png@/images” will import ‘myimage.png’ to ‘images’ subdir in assets. You can then load it with LoadImage( “asset::images/myimage.png” )

    Any src asset path that ends with ‘/’ refers to an entire dir, eg: #Import “images/” will import all assets in ‘images’ dir to root assets dir, while #Import “images/@/images” will copy images dir to images subdir.

    There is still some work to do here  – I need to add file filters etc – and there will probably be a ‘nicer’ way to do this eventually, but it works for now.

    in reply to: Generic Where T Implements and Alias? #5113

    Mark Sibly
    Keymaster

    Where doesn’t work with classes yet, but apart from that, try it and see!

    in reply to: Incorrect colours in Windows #5111

    Mark Sibly
    Keymaster

    Might be something up with OpenGL initializion. Does this produce a ‘smooth’ range of colors?

    in reply to: Speeding up compile times #5093

    Mark Sibly
    Keymaster

    After the first compile (and a bit of the second) the biggest speed issue is the linker, and the mingw linker is not fast.

    I suspect adding support for msvc tools will help and I’ll look into it when I get some spare time. But personally speaking, things are usable enough for me, esp. when compared to monkey1 with largish projects (like transcc which was a huge PITA to modify).

    The emscripten linker *is* slow and there’s nothing that can be done there. Wasm looks to be a lot faster, but that’s a while off yet.

    in reply to: Ugly fonts/DrawText #5092

    Mark Sibly
    Keymaster

    It’s hard to compare the 2 as background/foreground colors makes a lot of difference. In particular, higher constrast colors produce more noticeable jaggies.

    That said, there are also a bunch of settings in freetype that may or may not improve quality – depending on the specific font. Have a poke arund in the mojo font loader code if you want, but I wont be spending any time on this for a while yet myself.

    in reply to: Maximised WindowFlag #5037

    Mark Sibly
    Keymaster

    Added WindowFlags.Maximized and WindowFlags.Minimzed to develop branch.

    Note: Works best when combined with WindowFlags.Resizable!

    in reply to: Earthquake and Tsunami in New Zealand? #5036

    Mark Sibly
    Keymaster

    On the news in Oz, they said the quake was on the South Island.

    Yes, turns out the quake was just north of Christchurch but hit as far north as Wellington, which was the first I heard of it.

    Anyway, glad you are safe Mark!

    Same here! Auckland seems to be relatively quake-proof. I think there’s a massive fault line that runs through the South Island/Wellington but veers off into the sea just before Auckland.

    in reply to: String.Empty vs "" #5035

    Mark Sibly
    Keymaster

    There is special case handling for empty strings in mx2 which means no allocation occurs, so initializing a string to empty works pretty much the same no matter how you do it, eg: Local t:String=Null; Local t:String=””; Local t:String.

    Initializing from an existing string will probably be a teeny, tiny bit slower, as there’s an extra ‘read’ in there, but not so much slower that you should avoid it if it makes things clearer/tidier.

    in reply to: is there a way to add a C include directory #5034

    Mark Sibly
    Keymaster

    #include <foo/bar.h>

    Try:

    #Import “include/*.h”    ‘assuming ‘include’ dir contains ‘foo’ dir.
    #Import <foo/bar.h>

    This is used in several modules so it does work.

    in reply to: Earthquake and Tsunami in New Zealand? #4995

    Mark Sibly
    Keymaster

    Yes, I’m fine thanks!

    The quake was in Wellington, about 600Ks south. Didn’t feel a thing here.

    Bad stuff, but forunately not as bad as the Christchurch quake a few years back.

    in reply to: is there a way to add a C include directory #4989

    Mark Sibly
    Keymaster

    Yes, use #Import “blah/*.h”.

    See ‘build system” in monkey2 language docs for more.

    See the SDL module for examples.

    in reply to: would $1 patreon be insulting? #4959

    Mark Sibly
    Keymaster

    > Do users really think that Mark work is not worth more than $1?

    It doesn’t really matter what something’s worth if you can’t afford it.

    Times are tough for many people, myself included to a degree – although I don’t have family/mortgage/debts etc to deal with, which is really what allows me to give this a shot in the first place – so like with lots of things, you do what you can and, with enough people doing what they can, things might just work out in the end!

    in reply to: would $1 patreon be insulting? #4957

    Mark Sibly
    Keymaster

    Hell NO!

    All those $1 donations add up over time, and given that monkey2’s been in dev for quite a while now I’d be significantly worse off without the ‘$1 crowd’.

    And beyond that, just the fact you think it’s worth anything in the first place is encouraging – each time a new patron joins up, regardless of the amount, it gives me a little burst of enthusiasm!

    in reply to: GLFW v3.2.1 module #4939

    Mark Sibly
    Keymaster

    any reason there can’t be more than one choice ?

    No, none at all!

    The main reason I went with SDL is it has more comprehensive input handling and works on more targets, although that may have changed with glfw by now.

    see glShaderSourceEx in the gles20 basically doing the same for the same reason afaict

    Ahh yes, string handling where you have to pass a buffer for a native function to ‘fill in’ is still tricky and needs special case code.

    in reply to: GLFW v3.2.1 module #4937

    Mark Sibly
    Keymaster

    You should need to wrap cstring stuff – just use ‘CString’ in the native interface (only with function params and return types) and it should ‘just work’.

    But I’m not sure why you’re doing this, as SDL2 does pretty much the same thing.

Viewing 15 posts - 991 through 1,005 (of 1,431 total)