Diffrenzy

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Viewing 15 posts - 166 through 180 (of 214 total)
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  • in reply to: Editor Crashes #7720

    Diffrenzy
    Keymaster

    I’m on the latest Ted2Go from MX2 1.04 release, it seems ok for now.

    in reply to: Editor Crashes #7675

    Diffrenzy
    Keymaster

    Just started getting random crashes in Ted2Go MacOs Sierra, don’t quite know the version, but fairly new.
    I’ll compile a new TedToGo soon, and report back.

    No idea why, it Ted2Go just disappeared : PUF, no error message.

    in reply to: Ported particle System "Memory access violation" [SOLVED] #7660

    Diffrenzy
    Keymaster

    Great stuff.

    accept functions which define their behavior
     

    Yes!, like you do above with Method New(curve:nsEasingCurve)

    In MX2, we should probably be using Structs as mush as possible for the base objects, but if they are recycled, maybe it wont matter.

    One difference from what I’m messing with, is that I read Millisecs in my main loop, and pass that to the animation system. That way I can stop and scale time, which I think is super important. Also, that way I’m sure that all objects have the same time. It does mean a lot of passing nowtime around, and I guess you could put it in a global, but passing it, means you can scale/stop time for some objects/systems, and not for others.

    [EDIT] Thinking about this, maybe TimeFunc() should just be replacable, where the default just gets TimeManager.DefaultTime (that in turn returns a mainloop updated Millisecs() ) That would mean no passing of nowtime + a simple way to pause/scale the system, with out sacrificing special timescales if needed

    in reply to: Ported particle System "Memory access violation" [SOLVED] #7655

    Diffrenzy
    Keymaster

    Hi nobuyuki, nice to hear from you on this.

    (You are of course very welcome to clone back the MX2 port, and make your clone the new base version, I’ll delete mine if you do. )

    I think MX2 could do with a good particle system, so I’m not done looking into whats out there, but for now, I’ll be using my animation system that has similarities with your particle system, in that it also tweens between positions, and such.

    If you do release that other system, give a heads up! .-)

    in reply to: Ported particle System "Memory access violation" [SOLVED] #7640

    Diffrenzy
    Keymaster

    Great, fix confirmed working 🙂    (‘m on MacOS Sierra)

    Well spotted!

    I think implementing the “big fix” is worth looking into, although it is a logical error in the code, MX2 should probably catch it, especially because it is hard to reproduce, and only occurs randomly.

    [EDIT] I guess Self.something could be a global, set to something and that case should be allowed…

     

    PS: For anyone interested https://github.com/Difference/argyneParticles4MX2 is updated with the corrected version.

    in reply to: Do I have to worry about endianness (for Uint Color) ? #7631

    Diffrenzy
    Keymaster

    Thanks Mark, I’ll just keep it in mind, when new targets arrive then.

    in reply to: Ported particle System "Memory access violation" [SOLVED] #7628

    Diffrenzy
    Keymaster

    I’m thinking it may have something to do with that I changed the Clone() Methods from :Object to dedicated types?

    in reply to: Do I have to worry about endianness (for Uint Color) ? #7627

    Diffrenzy
    Keymaster

    I wold always go with never assume anything until properly checked.

    Very Zen, but not quite the answer I’m looking for 🙂

    Mark?

    in reply to: LoadBump() for code generated images? #7525

    Diffrenzy
    Keymaster

    Thanks. I’ll think about making a functional replacement, but I think what I’m looking for is probably more along the lines of not using a bumpmap at all, and only having to add a Shadowcaster.

    For now, I think I’ll roll my own shadow overlay.

    in reply to: Nullable Int, Double, Float ? #7344

    Diffrenzy
    Keymaster

    Thanks Mark, I’ve put the Null issue on github (and also a request for the Elvis operator, which I really enjoy in C# )

    Thanks for pointing me towards Variants. They a not a perfect for for my intended use, so I’ve ended up copying std.geom Vec2 and making a Vec1 struct, by removing the y vals and a few methods. If it’s not too weird, maybe MX2 could come with a Vec1 struct , to have a standard for float/int boxing ?

    in reply to: gles3.0 vs gles2.0 for mx23d #7074

    Diffrenzy
    Keymaster

    Am I correct in assuming that choosing gles2 will make Windows desktop (through angle) use DX9 , and gles3 on Windows use DX11 ?

    For the desktop target, I’d prefer something that runs out of the box on an office computer running Windows 7 and up. For casual gaming, screensavers and simpler 3D tools, that’s where my main user group is at.

    in reply to: gles3.0 vs gles2.0 for mx23d #7054

    Diffrenzy
    Keymaster

    @edzup: Android 5.x+ is honky dory with me, I just want to make sure Android X.x+ and iOS stay in focus.

    in reply to: gles3.0 vs gles2.0 for mx23d #7052

    Diffrenzy
    Keymaster

    I also believe the vast majority of mx2 users are and will always be desktop users,

    I’ll let you guys argue pro/con gles 2-3, but I really hope that you (Mark) don’t see MX2 as a desktop centric solution

    I’m investing heavily in developing our next and future apps for iOS and Android in MX2, and I expect MX2 to actively support these targets in the future.

    If not I’m out of here, so please confirm that iOS and Android are still first class targets in the future development of MX2

    in reply to: Textured poly? #6921

    Diffrenzy
    Keymaster

    Yes, take a look at  at Canvas.DrawPrimitives()

    http://monkey2.monkey-x.com/mx2-docs/mojo-mojo-graphics-canvas-drawprimitives/

    in reply to: Using large XML data – 3Mbyte file #6915

    Diffrenzy
    Keymaster

    @monkeyplotter: My guess is you are not getting the asset or name correct. Here is a complete working example:

Viewing 15 posts - 166 through 180 (of 214 total)