DruggedBunny

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Viewing 15 posts - 256 through 270 (of 347 total)
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  • in reply to: Emscripten sockets #12124

    DruggedBunny
    Participant

    Just did massive editing there for clarity.

    I think in summary that WebSockets do the initial handshake over HTTP, then switch to an almost UDP-like ‘raw data’ protocol.

    in reply to: Emscripten sockets #12122

    DruggedBunny
    Participant

    Looking at my Pastebin minimal WebSockets server code, I think the HTTP 1.1 client code probably should at least start to connect to a WebSockets server when run from a standard HTTP-supporting platform, at which point the server sends back “HTTP/1.1 101 Switching Protocols” and the server/client should then implement WebSockets protocols. (A true browser-based WebSockets client would not have to do the ‘manual’ HTTP connect-and-switch-protocol step — the browser presumably handles this part behind the scenes.)

    Note that my HTTP 1.1 client actually has nothing to do with WebSockets, though if you add the check for 101 response I think it should get that far — on non-browser platforms.)

    However, I think it unlikely that Emscripten translates HTTP sockets requests to WebSockets, so think it very doubtful the HTTP 1.1 client could be expected to work from the HTML/JS platforms.

    Plenty links in the Pastebin source, including a proper 3rd-party test server!

    in reply to: Emscripten sockets #12107

    DruggedBunny
    Participant

    Just remembered Brucey wrapped libwebsockets for BlitzMax, too… might be something that could be adapted (on Github under bah.mod I think). Also believe skidracer’s dom module for mx1 had websockets stuff in it.

    in reply to: Emscripten sockets #12105

    DruggedBunny
    Participant

    I did the very beginnings of a WebSockets server in BlitzMax, though I think it only handled the initial negotation (can’t test right now). Might point someone in the right direction…

    Won’t fill the thread with Max code!

    https://pastebin.com/YNMfwBB7

    in reply to: Entity pitch/roll/yaw? #12067

    DruggedBunny
    Participant

    Is there a better/more robust way to implement my <span class=”crayon-v”>CenterModel</span>, by the way?

    in reply to: Entity pitch/roll/yaw? #12066

    DruggedBunny
    Participant

    Oh, would definitely prefer Pitch/Yaw/Roll methods… Rx/Ry/Rz don’t exactly jump out!

    in reply to: Entity pitch/roll/yaw? #12065

    DruggedBunny
    Participant

    Ah, cool — I don’t think the IDE picks up .Rotation then! It does indeed work, though, thought I’d tried it!

    Just added to the scene/model viewer below. Been using various downloaded models, but mainly the .fbx versions of these two from the new Google Poly:

    https://poly.google.com/view/bmDjSxceaEE
    https://poly.google.com/view/2binsxeOBve

    (You have to mess about with positioning in-demo to see them properly!)

    I find with these two models that scaling up to ~10.0 works nicely (see on-screen keys). You may have to ‘back up’ when scaling up!

    You can hit ESC to load a new model… seems to work well. ESC/Cancel on the file requester to exit.

    in reply to: Ted2Go IDE #12038

    DruggedBunny
    Participant

    Patreon’d! Great piece of work, thanks for all your efforts.

    in reply to: How to load file contained non-latin chars? #11994

    DruggedBunny
    Participant

    That’s the web site I linked!

    (Yeah, no doubt much more complex to implement than it appears anyway.)

    in reply to: How to load file contained non-latin chars? #11987

    DruggedBunny
    Participant

    I’m not sure it would need rewritten entirely — I read this web site a while back, and the recommendation seems to be “just convert to/from WCHAR” only at the point where the Win32 API requires it:

    utf8everywhere.org (Should jump to “Our Conclusions”.)

     

    Portability, cross-platform interoperability and simplicity are more important than interoperability with existing platform APIs. So, the best approach is to use UTF-8 narrow strings everywhere and convert them back and forth when using platform APIs that don’t support UTF-8 and accept wide strings (e.g. Windows API). Performance is seldom an issue of any relevance when dealing with string-accepting system APIs (e.g. UI code and file system APIs), and there is a great advantage to using the same encoding everywhere else in the application, so we see no sufficient reason to do otherwise.

     

    in reply to: Keyboard Key.Left + Control problem #11929

    DruggedBunny
    Participant

    Just for the record, works properly here on Win7.

    in reply to: Hybrid 2D/3D realtime eye animation #11861

    DruggedBunny
    Participant

    Very, er, eyecatching!

    Inevitable gripe: the light on the eye should stay still.

    Nicely done though.

    in reply to: Child like DRIVEL #11825

    DruggedBunny
    Participant

    Yeah, please don’t post this kind of thing here — it’s been very civil so far.

    in reply to: Language tutorial? #11722

    DruggedBunny
    Participant

    Click Docs at the top of this site, then “Monkey2 Users Guide”, then “Language reference”. Docs are a definite “WIP” at this time, but the language reference is pretty much done I think.

    in reply to: Don't worry about offending people, Mark (+tips) #11641

    DruggedBunny
    Participant

    I actually think the idea of putting on Steam for a small fee makes a lot of sense, especially if it were updated from dev regularly — updating dev branch really is a slog (probably takes 40 minutes+ to download and rebuild), so I’d quite happily pay myself!

    No harm in describing it on Steam as open-source while still charging something for it, but I think a low price for the convenience would be key in the face of all the free competition.

    I think people on Steam would be more likely to buy than on itch.io, though, where you can just take for free.

Viewing 15 posts - 256 through 270 (of 347 total)