peterigz

Forum Replies Created

Viewing 15 posts - 76 through 90 (of 174 total)
  • Author
    Posts
  • in reply to: Chipmunk queries #6581

    peterigz
    Participant

    Thanks for looking at this. Still the same issue here, I’m on Windows 10 so looks like there’s differences in behaviour as I don’t get the error on the filter (maybe I should?). Will post on GitHub as I think there’s something odd going on. This is the current test code with a separate function for a sanity check:

    in reply to: Chipmunk queries #6577

    peterigz
    Participant

    Next problem is the UserData in cpShape, I’m having trouble casting it to anything. It does equal something but gives a memory access error if I try and access it. This feels like a bug in Monkey now but not sure:

    The App object that I’m passing in seems to cast fine though so that’s something.

    in reply to: Chipmunk queries #6576

    peterigz
    Participant

    Thanks. It was Ptr I was missing, this compiles ok now, will see how it goes with an actual sample and data going through it:

    Works with the callback as well.

    in reply to: Chipmunk queries #6573

    peterigz
    Participant

    I tried that first, see the CallBack function in the class, but unfortunately same issue. The void pointers are confusing me, as far as I know they are function pointers but in the chipmunk docs it seems you can pass data. I’m don’t know much about c though!

    in reply to: Patreon $1000 Goal #6518

    peterigz
    Participant

    Great news! I have a feeling that someone probably pledged a large amount to get the remaining amount over 1k which if that’s the case then it’s a little bit dependent one person who might change their mind, but who knows.

    If Mark announces he will start on a 3D module then that will generate a lot of interest/enthusiasm that may add some more pledges to give some more buffer. To capitalise on that the Patreon page could do with a few more higher pledge incentives, like early alpha/beta access to developer builds. I’d also suggest a pledge that gives access to a private forum where Mark can give general dedicated support and expertise, $25-$50 for that wouldn’t be unreasonable.

    I’d be happy to pledge a bit more for early access and start on TimelineFX 3D 🙂

    in reply to: Playing with shaders #6493

    peterigz
    Participant

    I think that’s a bit beyond me! The smaa shader looks good, but it looks a bit advanced to implement, I’m pretty new to shaders.

    Which brings me onto another question: If we wanted to apply a shader to the whole screen after it’s rendered everything else where would you look in mojo?  I can see where it does the lighting and shadow rendor passes so I’m guessing after that somewhere.

    in reply to: TimelineFX module version 1 for Monkey2 available #6477

    peterigz
    Participant

    Ahh sorry, it was bad timing as I was away for a day and a bit so didn’t get a chance till today, thanks for purchasing 🙂

    in reply to: Playing with shaders #6474

    peterigz
    Participant

    I tried out uniform as Mark/Cocon suggested and it’s much easier. Had a little play and made it easier to add your own uniforms by adding a new command:

    Which lets you define your own uniform (this should match what you put in your shader), and lets you define a callback which will be called every time the canvas is rendered. For example the demo program now looks like:

    Which is reasonably neat. You could extend “UserUniform” Class to put your own fields in there to help pass whichever specific variables you need to as the UserUniform instance is passed into the callback function as well. I’ve attached the modified files again, only Canvas and UniformBlock needed changing this time.

    Attachments:
    1. Shaders-1.zip
    in reply to: V1.0.0 now out and hearts are back! #6467

    peterigz
    Participant

    Actually I just realised I don’t have my heart yet 🙂

    I would give a heart to everyone who’s donated anything, as the more hearts the better in terms of persuading more people to donate (social proof), and also make the heart a little bigger with a small caption like “Supported via Patreon/Payal”, and link it straight to the relevant donate page.

    in reply to: TimelineFX module version 1 for Monkey2 available #6461

    peterigz
    Participant

    Great 🙂 I cannot see any reason why it wouldn’t work with pyro 2. I can look at some of the pyro 2 examples and implement some effects there.

    in reply to: TimelineFX module version 1 for Monkey2 available #6458

    peterigz
    Participant

    I’ve just set up a discount for monkey2 users, use “MONKEY2” code at the checkout to get 25% off until the end of Jan!

    in reply to: Mojo Render Lagging #6412

    peterigz
    Participant

    Does it as well here. The “fix”, and I use that word loosely because there could be a reason why Mark did it like this, is to change the order the mouse.Update is called in the UpdateEvents() method of app.monkey2

    The original version looks like this:

    So move the Mouse.Update() after SDL_PollEvent (I moved keyboard and touch after as well):

    If that’s an ok fix then maybe Mark can update or I can do a pull request. I just tried it with the game I’ve been doing and everything still works fine.

    in reply to: Json question #6411

    peterigz
    Participant

    I use ToString/ToNumber etc. Here’s a snippet from a json loader I’m using if it helps:

    And the json file for reference:

    in reply to: Playing with shaders #6396

    peterigz
    Participant

    Thanks Mark, I looked at uniformblock but was struggling to make sense of how it all fits together so went the easier (to me) route with the vertex buffer just to see if I can make it work, still not sure what I’m doing!

    Will take a closer look at it now I’m a bit clearer 🙂

    in reply to: Happy New Year everyone! #6379

    peterigz
    Participant

    what I would like to see added – flexible access to shaders in 3d and 2d

    I’d love to see this as well. I was just playing with shaders and creating a few basic ones but there doesn’t seem to be anyway to pass a custom variable to the shader – for example Time so that you can do some shader animations. The way three.js does it looks pretty good and flexible: http://stemkoski.blogspot.co.uk/2013/05/animated-shaders-in-threejs.html and result: http://stemkoski.github.io/Three.js/Shader-Animate.html

    Shaders is something I’d like to try more with particle effects 🙂

Viewing 15 posts - 76 through 90 (of 174 total)