peterigz

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Viewing 15 posts - 61 through 75 (of 174 total)
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  • in reply to: gles3.0 vs gles2.0 for mx23d #7050

    peterigz
    Participant

    Xaron has made the point I was going to make – those numbers are going to keep going up. If it’s possible to have some user control to turn certain features on or off depending on how compatible people need it then that would help but otherwise v3 sounds a bit more future proof.

    in reply to: Chipmunk + TimelineFX #7032

    peterigz
    Participant

    I’ve started a github repository for my monkey2 tutorials. I’m breaking everything down into parts and at the moment it is just heavily commented code (keeping it as simple as possible) which should still be useful. It should end up being quite a few parts and I might create a video tutorial for each part including the making of each effect used in TimelineFX.

    @Mark I’m still using a “Me” field to self reference the object so that it can be passed into the ChipMunk queries but I’m not sure how bad practice that is (it seems to work fine so far). You mentioned about updating the chipmunk module to change how this works with regards to passing monkey objects, any news on that (I know you’re busy!)? Or am I safe to keep using the Me method?

    Github: https://github.com/peterigz/Monkey2Tutorials

    in reply to: [solved] letterbox border color #6964

    peterigz
    Participant

    You need to use “WindowFlags.Fullscreen” when you create the window for fullscreen:

    I’m not sure about the border, it will be somewhere along these lines i think:

    Also, note that color ranges from 0-1 for example red would be: New Color(1, 0 , 0, 1)

    in reply to: 3d engine roadmap #6927

    peterigz
    Participant

    Anyone watch Johnathon Blow’s streams? I don’t understand everything but they’re quite interesting, there’s a bit here where he talks about how he manages gl extensions in his renderer/engine: https://youtu.be/g2F0Yg17ZfU?t=41m3s.

    in reply to: Patreon $1000 Goal #6892

    peterigz
    Participant

    Nice one Mark!

    I think as long as the 3d engine is as easy to extend and modify as possible then most users wishes would be met quite easily either by extending it themselves or using other people’s extensions. If all of the classes can be extended and their methods overridden etc., then that’d be cool – don’t know how possible that is… I’m also thinking a good custom shader system here as well.

    Either way good luck with it mark 🙂

    in reply to: Playing with shaders #6838

    peterigz
    Participant

    I was thinking of just creating a separate mod just to have a play around but my opengl/sdl is a bit limited, fun to learn though 🙂

    in reply to: Playing with shaders #6832

    peterigz
    Participant

    I see, I also liked the look of how three.js does it as well from what I’ve seen of that.

    in reply to: Playing with shaders #6830

    peterigz
    Participant

    Looks great 🙂

    Ideally, as shinkiro mentions, we can get this mojo working the same as monkey-x mojo2, I was browsing that code yesterday and the shaders look much more accessible and less messy. It looks like the scalars/uniforms are implemented in the materials. I wonder how easy it’d be to replicate that functionality? Copy and paste the code and fix all the errors until it works maybe? That’d be my brute force approach lol 😉


    peterigz
    Participant

    The brl forums are important. Everyone there who’s a sceptic today, can be a convert tomorrow. How to convert? Make amazing stuff with Monkey 2. Get coding peeps 🙂 Actions speak louder than words and all that.


    peterigz
    Participant

    I understand and it’s fine, and important in a few ways. The hypothesis is: Monkey 2 is a great language with lot’s of potential and worth investing in. Every good scientist who has a hypothesis doesn’t try to reaffirm that to be true, they look for things that might prove it to be false. And if it stands up to that scrutiny then you’re in a much better position than when you believed in it with just faith.

    And the critical scrutiny can also help to highlight and correct flaws too. I’m supporting Monkey 2 but will remain open to hearing all the good and the bad about it. Docs are bad for one, and as I get time I’ll help with that at least 🙂

    in reply to: Patreon $1000 Goal #6621

    peterigz
    Participant

    Good for you impixi! I’m glad you’ve made it public because is eases a lot of worry over how “solid” the commitment was, so that’s great news!

    @mark See my earlier post about having other incentives for higher pledges (edit: and Richard just reiterated above) as now is the time or the initial enthusiasm will wain, you can already see the psychological effect it has on people who are already suggesting they will pledge more after being inspired (and now feel more confident) by impixi.

    You can also have a sponsors advertising area on the home page (and on the other blitz sites) for people who pledge a certain amount, like this guy: http://www.mapeditor.org/

    in reply to: Chipmunk queries #6596

    peterigz
    Participant

    That’d be good 🙂

    What is the risk of using a self referencing field in a class? I didn’t quite follow what you said on github?

    in reply to: Chipmunk queries #6592

    peterigz
    Participant

    I just posted on github and closed that as it makes sense now, here’s updated code, a field that references itself seems a bit funny, but why not? If you have a gameobject, that has a cpShape as field that needs to reference the gameobject when passed to a callback, then it seems like an ok solution to me:

    in reply to: Chipmunk queries #6588

    peterigz
    Participant

    Yeah I tried that but it didn’t make any difference here on Windows 10 – I should try on my Mac as well really. I think the memory pointer doesn’t point to the right place for whatever reason but I guess you need to run it though a proper c debugger to get a better idea of what’s going on, hopefully Mark can do that.

    in reply to: Playing with shaders #6583

    peterigz
    Participant

    Agree with codifiles there, gameplay definitely king! A lot of my interest lies in performance boosts. I’ve wondered if I can upload the data of a particle effect into a texture and render/process the whole effect on the card. Definitely something I want to investigate more at some point.

Viewing 15 posts - 61 through 75 (of 174 total)