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I am sorry I caused insult.
I would consider it an insult to blitz users and monkey1 users to pull their respective communities from under them a bit too “utilitarian” for my liking.
Diversity is a good thing. The monkey1 community may not be growing but it represents a small group of hard working game publishers that rely on the knowledge base and local knowledge.
Monkey2 could be a future upgrade path for monkey1, blitzmax and blitz3d users but at the moment I think the reality is Mark has been very wise to allow the respective communities their own homes, free of undue disruption.
Taumel, none of your links work and I am having some difficulty understanding a lot of what you post.
Monkey123456789101112131415161718Function PassByReference(s:String ptr, sval:String, i:Int ptr, ival:Int)s[0] += " " + svali[0] += ivalEndFunction Main()Local a := "Hello"Local b := 100PassByReference(Varptr a, "World", Varptr b, 100)Print(a)Print(b)ReturnEndI didn’t invest my money in monkey2 to listen to people rant about crud. That’s what the blitzbasic forums are for.
According to the AssetsDir documentation it already is the assets folder. So to avoid confusion I think you should pluralise it.
For developers include and src directories aren’t plural so i’m not sure resource, style, font, asset paths should have any reason to be different in nature. Although I definitely prefer scripts over script folders so hmmm.
More issues than expected to get this release done, fingers crossed
https://github.com/nitrologic/m2/blob/master/releases/README.md
:=
I have had issues with monkey2 flag handling on Pi. I wonder if they are related.
This code gives different output on Mac and Pi (b=1 on Pi).
Monkey1234567891011121314enum BitsOne=1Ugly=$80000000endfunction Main()print "hello"print int(Bits.One)print int(Bits.Ugly)local a:=Bits.Onelocal b:=(a&Bits.Ugly)<>nullprint bEndTaumel, if you can post some code that reproduces some of these issue you would be making a valuable contribution.
I think pixmap performance is fine and images created as children of atlas are also fine.
There is i think only clamping, maybe wrapping but no transparent border color for scaled sprites you need a gutter of 0x00000000 around all cells of 2^n where n is your max mip map generation.
Or perhaps tweak the mojo shaders where EGL spec expects a lot of this work to now be done.
If you are not scaling sprites then don’t use the mipmap flag but you will still need a single gutter of alpha 0 if you want to position in subpixel space.
I am also unsure about pre multiplied stuff and have been meaning to play with the shaders to fill in my knowledge of this stuff.
I personally would like to operate with textures at gl level and wondering if I can access them not from image handle but through the GL uniform setting where one could call glDrawPixels with abandon.
I will be posting a version of ted that can run if located in /monkey2/bin folder.
Until then:
~/monkey2/bin/mx2cc_pi makeapp test.monkey2
should build and run an app from the terminal
OK, vsynth is running well on OpenAL,
To make use of new? std.audio stuff just been playing with skidmarks engine sample oscillator. Very happy it was so easy and bug free? and I may have missed a helper method…
Monkey12345678910111213141516171819202122232425262728293031323334353637383940Class Sampler Extends OscillatorField a:VField audioData:AudioDataField bytespersample:IntField pitch:FMethod New()Load("asset::engine1.wav")Print "sampler loaded:"+audioData.Length+"@"+audioData.Hertz+" format="+Int(audioData.Format)bytespersample=BytesPerSample(audioData.Format)pitch=440.0EndMethod Load(uri:String)audioData=AudioData.Load(uri)EndMethod Sample:V(hz:F) OverrideLocal t:=hz*audioData.Hertz/(pitch*AudioFrequency)Local delta0:=deltadelta+=tLocal f:=deltaf=f Mod (audioData.Length/bytespersample)Local i:Int=fLocal udata:=audioData.DataLocal sdata:=Cast<Byte Ptr>(udata)Select audioData.FormatCase AudioFormat.Mono8Return (udata[i]-128)/127.0Case AudioFormat.Mono16Return (sdata[i*2+1]*256+sdata[i*2+0])/32767.0Case AudioFormat.Stereo8Return (udata[i*2+0]-128)/127.0Case AudioFormat.Stereo16Return (sdata[i*4+1]*256+sdata[i*4+0])/32767.0EndReturn 0EndendThanks!
Yes, I imagine importing js will be very useful when I poke my nose in.
I think maybe emscripten is ok name for target but seems a bit cryptic for lay person. In monkey2 is there a way for #if testing between cpp and js or maybe native and web environments?
I was interested to see if there was any difference between float and double. I replaced all “Float” with “F” and tried both Alias F:Float and Alias F:Double but could not discern any difference. I suppose under the hood this only affects storage times not calculation times.
I made a movie with vsynth on pi. I love the idea of going 3d with the voice positioning not that I have surround sound ATM.
These are early days. Early adopters of monkey2 I think will set the tone for how the cutlery draw is managed. I would think Ted2 will stay on as the minimum viable feature set implementation that it is and community add ons will appear both for enhancing the editor as well as it’s very very cool mojox module.
I may put my hand up to document and manage move of mojox module into the module manager. It will be interesting to see how many mods tweakers like Adam and I make at this layer.
This super nice thing about github is you can easily browse changes in order they are made and picking and choosing bits and pieces is very easy, especially in a language as readable as monkey2.
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