gcmartijn

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Viewing 15 posts - 16 through 30 (of 73 total)
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  • in reply to: Box2D #3954

    gcmartijn
    Participant

    You know that https://chipmunk-physics.net is faster, see the benchmark.

    I don’t know how easy it is to convert to mx2 but its a alternative

    in reply to: Bug or not for struct Extension #3915

    gcmartijn
    Participant

    oke, works here now.
    I din’t know that ‘updatemx2cc.sh’ did something more then ‘rebuildall.sh’

    What I do is not using git, but
    1. delete the whole monkey directory.
    2. download the git zipfile
    3. run rebuildall.sh

    but as I can see now, updatemx2cc.sh does the trick and does something more.

    And about my other question, I a other topic someone said that using a Field is faster than accessing a Property. With that in mind I will use fields first and then property’s.

    in reply to: Bug or not for struct Extension #3906

    gcmartijn
    Participant

    Downloaded the latest version, but its still give the wrong Return Self back.

    The output is the same.

    What I expect was

    Vec2(3,4)
    Self.X 3
    Self.X 3
    _x 10
    Self.X 10
    Self.X 10
    Vec2(10,10)
    3 < wrong ?  >>> 10
    3 < wrong ?  >>> 10
    Vec2(3,4) < wrong ? >>> Vec2(10,10)

    in reply to: module PNG2Polygon #3896

    gcmartijn
    Participant

    The module is now online inside Ted2.

    in reply to: Bug or not for struct Extension #3887

    gcmartijn
    Participant

    cool, then a new module for the community is on the way.


    gcmartijn
    Participant

    I know you may don’t have time for this but maybe you can see the problem what I discovered here.

    When you run this code above, then the editor window is on top, and is black.
    You see in the GameWindow the a text in the top.

    Magic 1
    When you press +/- 10px below the middle inside the Editor window (there is the button located), then everything is visible in the Editor window !

    Magic 2
    But the GameWindow din’t update, because now some new magic will happen.
    Uncomment the line

    When you do the same as Magic 1 above, then nothing will be visible inside the Editor window.
    But the GameWindow will will update the text like I want !

    Magic 3

    Comment the line above again, and now the bonus magic.
    Change the line in the top to this

    With this the string is larger, and what do you think: magic 1 is now not working, only by making the text a longer.

     

    Then I thought, what do people say about sdl two windows, so I can use that.
    But using some examples in combination with the bananas/sdl2test gives the same output.
    http://stackoverflow.com/questions/21691450/how-to-create-a-subwindow-using-sdl
    http://stackoverflow.com/questions/22227811/sdl2-and-opengl-functions-with-two-windows

    I don’t know if MX2 is doing something wrong or SDL.
    Now I’m thinking about this, maybe I switch back to a in game editor window that you can move around like the /bananas/calculator

    It has some pros and cons to do a editor in game or in a external editor window.

    in reply to: anyone know how to get tablet pressure? #3775

    gcmartijn
    Participant

    Not that I know.

    But I was thinking last week, that there are now 3 devices

    • joystickdevice
    • keyboarddevice
    • mousedevice

    With IOS/Android maybe its a good idea to get a new device

    • touchdevice

    Or call it gesturedevice or something else.

    I don’t know if mouseclick === touch

    in reply to: module PNG2Polygon #3737

    gcmartijn
    Participant

    I ‘uploaded’ the module PNG2Polygon and made a screenshot to make it easy to understand what is does. (check this image first, and then read below)

    I use it in a situation like this.
    – a number of high quality transparent PNG files that need a check for a collision and/or user mouse

    First I use a PNG2Polygon inside a editor to convert all the PNG files to the smallest simplified x and y coordinates and save them in a json file. something like this:
    circle.png : [x,y,x,y,x,y]
    star.png : [x,y,x,y]

    Then where I need the collision in game I load the coordinates (verts) once.
    And use it something like this:

    As you can see, the simplified coordinates are way less x,y points then the total png2polygon.outline points.
    So there is less CPU/GPU needed to check for a collision.

    There are situations that simplifying not work in combination with a line collision.
    For example the figure below the circle.
    In that situation the PolyCollision() can’t detect line collision, but it can detect point inside collision
    If you want a perfect line collision using that figure, then you need the full png2polygon.outline

    This script uses
    https://en.wikipedia.org/wiki/Moore_neighborhood
    https://en.wikipedia.org/wiki/Ramer%E2%80%93Douglas%E2%80%93Peucker_algorithm

    Inside the module there is a [test] directory with examples.

    Attachments:

    gcmartijn
    Participant

    I understand, its a desktop editor to create games while running them.

    Don’t know if you are going to do a rough check in the near future so I wait.

    in reply to: Bug or not ? 2 times using a (mouse) event = ignoring both #3588

    gcmartijn
    Participant

    Oke, than I don’t change my code and wait for an update at your side.

    in reply to: Memory? #3548

    gcmartijn
    Participant

    search for Activity Monitor

    in reply to: Internet problems! #3484

    gcmartijn
    Participant

    @mark

    I see software company’s using software testing tools to test ‘all’ combinations/methods.
    Is it (or maybe you do that) a idea that you create a [test] profile, to make MX2 super stable ?

    I don’t know how, but maybe there are some software tools that you can use ?

    in reply to: sneak preview of new ui controls #3481

    gcmartijn
    Participant

    oke.

    This means they will remain open and usable/modifiable by all

    I thought it this way.
    At the end, new users will download MX2 in the future, just to look and try.
    They open the inside module manager, and choose the modules
    [IDE: color picker]
    [IDE: painter]
    [IDE: synth]

    That users (me) don’t care about that its modifiable, i’m a user that want to use a color picker.

    If I really want to modify it, I clone the module and make changes.

    Its a idea, just to make everyone happy 🙂

    (and you don’t know what mark is adding/changing inside ted)

    in reply to: sneak preview of new ui controls #3472

    gcmartijn
    Participant

    @adamstrange

    Does Ted21 going to use the latest MX2 version ?
    I can see problems if you are behind the main version, and people want to use the latest MX2 version.

    Maybe you can concentrate to write modules for the official ted2 version.
    That way your work is future proof and you reach more people 🙂

    in reply to: FPS, Delta, FixedFPS, Timing, Animation Topic (almost done) #3450

    gcmartijn
    Participant

    Final round 🙂

    I just going back to my old setup what is working, using a delta class I found some years ago.
    (In the bananas, no delta code found)

    Can someone agree with the fact below ?, then I and maybe others understand it better then.
    Its hard to understand because of the various factors:
    CPU / GPU / MONITOR (hz) / MX2
    When I use my delta timing code below and use the this setting:
    – SwapInterval=0 > I get FPS 450+
    – SwapInterval=1 > I get FPS 60 (I will use this setting)

    Everything looks oke now, but need to be sure.

    [fact 1] Because I’m using the delta I don’t care about the FPS, the movement (looks) works oke 🙂
    [fact 2] Devices that don’t support SwapInterval=1, movement will be oke because i’m using delta
    [fact 3] Devices with 75hz or other are oke because i’m using delta
    [fact 4] MX2 loop is always like this App.RequestRender() then OnUpdate() then OnRender()

     

Viewing 15 posts - 16 through 30 (of 73 total)