Richard Betson

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Viewing 15 posts - 91 through 105 (of 268 total)
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  • in reply to: 2018 January FFS JAM! Calling All MX2 Users! #13771

    Richard Betson
    Participant

    Congrats! Nice going Adam! Representing Monkey.. my my.. good stuff.

    in reply to: 2 days and no joy. #13744

    Richard Betson
    Participant

    In my case it was an issue of everything was working fine until I began modifying code over a few days. The app was not crashing but instead was exhibiting unwanted behavior due to code edits. So it was a case of what the heck did I change to cause the problem, which can be frustrating because there is no compile error. In this case two lines of code were accidentally deleted causing the issue (reverting was not an option).

    The other factor here is a large code base. When going in blind trying to hunt through an integrated large code base things can get complicated. Is the problem in the window image rendering code, is it in the mapping rendering code or is it in the physics code. The issue I was addressing could have been in any one of these. Add to this all of the code I use is original and in a state of architectural development which also contributes to confusion at times as it can be hard to keep track of changes and how they effect other sections of code. Right now I am developing a game engine (gaming framework) as well as a game in Monkey native code; a huge complicated task for sure.

    With that said though, spending nearly three days looking at code and not finding an issue can be frustrating. In my case it does not happen that often but when it does.. ugh! 😀

    in reply to: 2 days and no joy. #13738

    Richard Betson
    Participant

    Thanks!

    Apparently just posting about it works! I took another stab at it and found the issue. The map code I have developed can get a little difficult to visualize as it uses a map tree, roots, child nodes and leafs as well as image projection (rendering images), collision and more.  In fact I will probably make a video to help explain how it works for Alien Phoenix. It’s easy to use but difficult to easily explain the technique.

    Still, I am interested in how others get through bug-block. Off to create a solution. 🙂

    Edit: Totally fixed it. So glad I posted about it… lucky monkey. 🙂

    in reply to: Powered by Monkey 2 logo. #13732

    Richard Betson
    Participant

    I was planning on doing a set of “Powered by Monkey 2” images too, but If we are going to have the whole “I think we should have another logo/name” etc. again I might skip that.

    I’m good with whatever is official. Whatever Mark wants to choose. The sooner the better as I will be releasing a game demo and would like to use the official logo for branding.

    in reply to: Alien Phoenix #13689

    Richard Betson
    Participant

    A couple of images showing weapon to ship collision. This is a tough thing to implement as every bullet and every ship has to be polled for collision normally. Alien Phoenix’s map system uses a sort of tree-map which allows a much more efficient collision monitoring process. Still, aiming for 100 ships (players) and possibly a 1000 weapon entities (at once) is a tall order on a single CPU core. I think I can pull it off. 🙂

    in reply to: Powered by Monkey 2 logo. #13688

    Richard Betson
    Participant
    in reply to: Alien Phoenix #13676

    Richard Betson
    Participant

    @Abe_King_… Thanks!

    @all -Split level map! Checkout the new lighted overhead level of play complete with ramps. 😀 Pre-Alpha Phoenix USC demo set for 3-22-18. Phoenix USC (my game project) uses Alien Phoenix to get it done. 😉

    in reply to: Alien Phoenix #13630

    Richard Betson
    Participant

    Phoenix USC demo close to ready. Checkout the glorious specular shine. 😀
    More images here on Twitter.

    Attachments:
    in reply to: Alien Phoenix #13476

    Richard Betson
    Participant

    IndieDB Tweeted about my game engine (framework – Alien Phoenix) demo. 🙂 They even setup a nice billboard image on their front page driving page views and hopefully people running the demo. The video at least shows a powered by Monkey logo and I mention Monkey often so a ‘ding’ for Monkey as well.

    My IndieDB page is here.

    in reply to: Monkey 3d dead #13344

    Richard Betson
    Participant

    It seems like Monkey2 3d is dead.Already no updates.

    Steady, thoughtful progress win’s the race.

    in reply to: Alien Phoenix #13343

    Richard Betson
    Participant

    ^I have only had two reports of the demo not working for the WASM versions which is not bad give the wide array of system setups out there. I think web assembly is the right direction but not without issues given it’s sorta cutting edge nature. It seems though the majority are able to run it as far as I can tell so far with the caveat being I am aiming at a gaming audience likely to have the hardware and software to support such a browser based demo.

    At present I do not have a copy of Windows 10. A Linux shop here. 😉   But fear not. I will be uploading an alpha version of the GUI framework soon to GitHub. You can then compile the demo natively. It will be alpha, it will be largely undocumented and it will change over time. But experimentation and feedback will help to shape the outcome as the code and documentation resource holes are filled in.

    in reply to: Alien Phoenix #13311

    Richard Betson
    Participant

    _Abe_King_,

    I have uploaded a asmjs version (not web assembly) to my server. Can you give this a try?
    Alien Phoenix 2d / 3d demo – asmjs

    Important – It will error on chrome the first time you run/download it, but, if you reload the page it should run. This is a bug and I’m not sure if it’s with Monkey or Emscripten, but I am looking into the issue.

    Hopefully this will run better for you. 🙂

    in reply to: Compiling on Ubuntu 14.04 LTS (fresh install) #13301

    Richard Betson
    Participant

    ^Your welcome 😀 Thanks for posting your results as I’ll be putting this all into a guide soon.

    in reply to: What you guys coding? #13300

    Richard Betson
    Participant

    Abe_King, Which web browser did you use? I have a GTX 950 2GB, AMD Phenom II X4 with 8GB ram. Well below your specs, so on the face of it I would think a v-card driver or other system issue exist . I would recommend Chrome to run this. I have tried it on FireFox Quantum and it runs slower but still usable.

    And I think since you have multiple virtual windows being rendered it might be hitting your demo hard on my computer.

    I use one single canvas at 1920 x 1080 (although windows can have independent canvas) and there is no mojox involved. I use the one canvas to draw windows as well as any 2D or 3D.  This is a more efficient method and saves on v-card and CPU resources. So… the framework is ‘not’ doing anything like multiple canvases, mojox integration or using special third party code or modules. It instead uses all native Monkey code and resources.

    The only thing that comes to mind is the memory size of your GTX 960m. I would recommend at least 2GB. Other then that the GTX 960 should handle this kind of demo easily, One other remote issue could be Emscripten related as it relies in part on resources available from your web browser as well as installed resources on your OS.

    Edit: I may post a non web assembly version if you are up for testing.

    in reply to: What you guys coding? #13296

    Richard Betson
    Participant

    ^Thanks. I have a GTX 950 and it runs great here at 60 FPS. So far I have had no reports of any issues (currently on IndieDB) which is a ‘ding’ to Monkey and Emscripten as well as my framework. I’ve designed the framework from the ground up to be as efficient as possible which translates into excellent performance.

    I hope that when Monkey coders see that you can write one app and have it use the same interface on a PC, tablet or browser they will embrace the framework. In addition to a window based GUI (the heart of the framework) coders will have access to layered mapping resources that allow for vast player maps as well as other resources. In fact integrating a coders own or third party code is fairly easy as evidenced by the demo. You can get a look at the code for the demo here.

    At first I’ll be releasing the code (GitHub) for the GUI part of the framework as that will be the most useful and is close to being ready for alpha release. It’s been years of work to get this far but the results are worth it. 😀

Viewing 15 posts - 91 through 105 (of 268 total)