codifies

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  • in reply to: Monkey 2 App Template #6535

    codifies
    Participant

    you’d like me to write it for you?

    if you’re unsure about abstract have a look at the language reference.

    I suggested abstract over virtual as people might not know you need to call super (even if you write it in the frameworks readme!)

    in reply to: Monkey 2 App Template #6528

    codifies
    Participant

    bare in mind vsync can be overriden by user settings on Linux, ~/.drirc on Intel GPU and on Nvidia there is a GUI that allows you to override frame sync.

    Looking at the way most games work, including unity seem to just ignore user settings and assume frame sync is enabled meaning they run at silly speed! There are some games that seem to work correctly however regardless of user sync setting.

    can I suggest that you make some of the methods abstract and those that do need code like OnRender make them call another method that is abstract. My idea is here that the end user would have one object to create and just simply override methods in the framework rather than hacking on the framework itself…

    in reply to: Playing with shaders #6495

    codifies
    Participant

    One technique is to render the whole game to a texture and then use that texture to render a whole screen sized poly using your sfx shader, you need decent hardware

    It should also noted that while graphics effects do add to presentation they do nothing for game play or balance or any of the other important aspects of a crackimg game, ive played some fantastic games that look quite plain – worth thinking about….

    in reply to: Monkey 2 App Template #6488

    codifies
    Participant

    check with a cpu load meter both on all platforms you can, but you might need to yield to the OS (sleep) after onDeactivated.

    I’d do some canvas.scale first thing onRender, so you can preserve either a fixed resolution (that gets scaled) or ideally a fixed resolution scalled to a fixed aspect ratio…

    also in keywords – can you mix up the case a bit like UsInG just for pedants… >:)

    in reply to: I volunteer to help build mx2 docs and samples. #6486

    codifies
    Participant

    I’d suggest hacking the doc generator to optionally provide docu files instead of html, rather than convert html->docu

    It would be really nice to get some official sanction for a small team, so that then the only docs Mark has to worry about is some API doc comments, this releases him to do more valuable work….

    in reply to: trying to understand vertex2f #6485

    codifies
    Participant
    in reply to: OOP for the novice #6434

    codifies
    Participant

    It makes practically NO difference.

    Code is available throygh the link at the end of the article

    in reply to: OOP for the novice #6414

    codifies
    Participant

    which keywords?

    update before or after draw is basically irrelevant because there is always draw before an update, regardless of which way round they happen in the code…

    in reply to: Json question #6413

    codifies
    Participant
    [/crayon]

    I wonder if these couldn’t be done with reflection, ie the jason property name provides the variable name thats looked up and used via reflection, but mind you this could potentially cause a security issue…

    in reply to: Json question #6408

    codifies
    Participant

    can’t see most of your code, not sure what you’re trying to improve…??

    in reply to: Playing with shaders #6407

    codifies
    Participant

    @ethernaut – don’t know if this will help but shader output is(edit isn’t!!) “passed” to the graphics card, its actually *running* on the GPU itself, there used to be a bunch of “built in” variables, but in GLES2.0 there is just vertex and fragment output gl_Position and gl_FragColor (in later versions you just define any old variable as “out”)

    I found this book most useful http://www.opengles-book.com/es2/ (yipes that was more than 6 years ago!!!)

    in reply to: I volunteer to help build mx2 docs and samples. #6380

    codifies
    Participant

    in contrast to mediawiki I found pmwiki much much easier to install, the “database” is just a bunch of individual files, 1 per page seemed a lot less bloaty!

    in reply to: I volunteer to help build mx2 docs and samples. #6374

    codifies
    Participant

    I’ve taken a look at pmwiki it looks quite nice, it should be very easy to have the doc generator optionally generate wiki markup instead of html…

    in reply to: How to init array? #6347

    codifies
    Participant

    … if only there was a wiki for all this stuff…

    in reply to: I volunteer to help build mx2 docs and samples. #6346

    codifies
    Participant

    the autog enerated doc’s aint that hot, for example there are a number of places where you can’t access links to WindowEvent docs (and I bet there are other broken links in the docs)

    I’d quite like to see some kind of document validator.

    What is far more pressing is the examples of *how* stuff should actually be used, rather than just a description of the API

    With a trusted group of wiki moderators examples could be submitted, even honed by others, and fleshed out with a small article, all without taking up Marks valuable time…

Viewing 15 posts - 46 through 60 (of 202 total)