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Hi, and thanks. Hmmm i enjoy the moments when m2 allows me to be short and precise (with IFs, ENDs and stuff, even more as other parts aspects force you to write some more). Maybe C# withouht {}; plus some Pyhton and … would be the perfect mix for me, anyway i’m drifting away. Would be even greater if it could work without THEN. ;O)
I had this in mind:
https://packagecontrol.io/installation
http://sublimelinter.readthedocs.io/en/latest/installation.html
https://github.com/SublimeLinter/SublimeLinter-jshint
https://github.com/Monnoroch/ColorHighlighterNah, i wanna be the black sheep. :O)
POJOON, a tryout for OS X motivated by the release of V1.03. Input: esc,f,audio. Image
You could scream ‘bam’, ‘bang’ or whatever into your mic.
[hint: Infocom’s ?-machine]
@sicilica
I’m aware of that you don’t get it for free. Questions are a) is it worth the effort and b) what are the others offering.Looking at popular game engines these days, you can’t always choose your language freely, they can be tied to the engines, so, your toolchain is partly fixed. I also doubt that a majority of the Bitz community sees API concerns decoupled from the language. At the end of the day it’s often a pleasing mix you’re after, less isolated aspects.
+) I like the ‘hot pink’ in the icon.
-) I dislike that ted2 is still low res, major bummer.
:My stuff compiles fine, meanwhile i also learned to enjoy compiling monkey2.
@todo
sfx: Take a look at the licenses for fmod and wwise.@sicilica
Theoretically you might wrap all such things on your own but practically, apart from a handful of users, the Blitz products don’t seem to be the right playground for such a strategy.Until there will be proper OS X support, not just wrapping it on Metal by a third party, it’s hard to imagine Vulkan being a reasonable cross platform option. Until this happens, if you can afford it, it’s the best to support the APIs which run smooth on each platform.
On OS X you can also copy the src image data, open info about the des file, select the icon (upper left) and paste the image data.
The OpenGL ES2 support brings up the whole Monkey-X dilemma again. Too many platforms with different needs based on outdated least common denominator tech.
The vast majority of Windows runs on DX11/10 hardware. OS X is based on OpenGL 4.x and Metal. iOS is utalising Metal too and a significant percentage of Android is OpenGL ES3.X ready. Depending on the stats you’re looking at, OpenGL ES2 is still a market but the time is working against you and you’re holding back the others.
Waiting for Vulkan to solve all these issues … i doubt it will work out this way easily soon. The vendors are having too different interests. In order to provide a good solution for m2 now and in a foreseeable future, i think there must be other options as well.
Now as m2 isn’t finished you could hold this back for some further time but then again other tools are working on it/doing it already. You don’t need every feature from the new APIs but some of them are damn sweet and can make a huge difference about what is your content and how it feels like. In my opinion Mark should go for this opportunity. Always keeping 3D in mind too.
@blog
It’s a good idea to concentrate on less right now. Apart from the module support, there is desktop, the docs, ted2, enhancing gfx and sfx, … otherwise it’s likely turning into a mess with nothing done right. Most people dislike dealing with unfinished stuff, no matter which platform they prefer.I hope that the tweaks for ted2 also include many fixes.
@questions
Btw. is there an option to start the posts with text instead of visual by default?
Is the monkey gfx on the upper left the official m2 gfx? Is it available in a vector format (and an url for the old one)?I’m currently using this one as the standard app icon was kind of boring.

I had no time for toying around with m2 lately but what i did lastly was experimenting with a variety of laser fire, ranging from calculated fire like in Defender, over rendering behaviors into animations up to creating real time particles trails shader based (outside of m2), It’s interesting and partly surprising what works and what does not when you’re after fast fire.
This would be cool. I would appreciate a package which works like a breeze, also together with a few really helpful features and can build and run right from Sublime, on OS X too. I’m confident that ted2 will be enhanced in the future but i have no idea when this will happen and how it will be like then. Even when it will be ‘completed’, quite some people are used to Sublime from all the other languages and dev also for it, so it will stay an option. I think it’s worth the time you need to invest into it. A well working dev editor is worth a lot, as it can speed up dev dramatically and make dev more fun and creative as well.
Yeah, it’s not like a 144m high. :O) Otherwise m2 deals with 8k textures nicely.
@requests gfx
Hmm, i think some blendmodes are missing (like substraction, difference, hard ligths). Generally Bloom and AA are missing. As soon as you deals with lights, hdr and tone mapping would be cool too.Hi wiebow, first of all thanks for your work. Secondly as far as i can remember, there have been a number of people offering Sublime support for Max, Monkey and now monkey2 throughout the years. Sadly none of them was fully working/up to date.
Are you interested in doing a full implementation, so that the syntax highlighting works on everything (also just end) and you can build fine together with the color highlighter, the linter and provide an official package?
I think it removes another onionskin but you’re still not down to the core.
What’s missing is a to the point introduction about the garbage collector, the stack, call by reference/value, the memory management, … the influences these things have in m2 on performance, so that you get an understanding about when you want to use which option, plus examples.
Btw. i like them for using small structs i calc with, like mem6f.
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