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Messages - Albert

#1
Quote from: dreamerman on 2015-Feb-07
@Albert: try newer version, and if problem will still occur contact me with pm :-) That could be due to little mismatch with parsing platform.ini file..

Still the same problem.
Also I found, that you need restart the IDE? if you change something in Tools->Options.
Successfull the compile only if I chack to use pre GPC, but creating a not valid win32 executable
If I uncheck use pre GPC, then I get this error:
Code (glbasic) Select
Running GLBasic compiler
GPC - GLBasic Precompiler V.10.060 SN:8ef54a1b - 3D, NET

Wordcount:1 commands

GPC exited with code:  0

c++ sources ready, running gcc...
running cmd: GCC, in 'c:\Program Files (x86)\GLBasic_v12'
running cmd: LINK, in 'c:\Program Files (x86)\GLBasic_v12'

Some error occured durring compiling... code:  1

#2
I tried it, nice editor.

I have a problem, it's generating an invalid executable, I compared all the *cpp and .h file generated to the temp and not found difference (generated from GLBasic and from BR_GLB_IDE). But the compiled .o file contains a lot of differencies and the a.exe is not a proper win32 executable. I tried to compile with my own command line set and it's working fine, compiling working a.exe.

Maybe i'm using an old GLBasic v12?

Code (glbasic) Select
C:\Users\bdobos\AppData\Local\Temp\glbasic>"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Bin\g++.exe" -B"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Bin" -pipe -O3 -w -c -x c++ -mwindows -I"C:\Program Files (x86)\glbasic\Compiler\platform\Include" -I"." -D_WINDOWS_ -DNDEBUG -DHAVE_OPENGL *.cpp

C:\Users\bdobos\AppData\Local\Temp\glbasic>"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Bin\g++.exe" -Wl,-Bdynamic,-enable-stdcall-fixup,--subsystem,windows -B"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Lib" -L"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Lib" -L"C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Lib\DX7" -L"." -I"C:\Program Files (x86)\glbasic\Compiler\platform\Include" *.cpp "C:\Program Files (x86)\glbasic\Compiler\platform\Win32\Bin\icon.o" -lGLBasic -lpng -ldsound -ldinput8 -lwinmm -lole32 -lopengl32 -lvfw32 -lws2_32 -lgdi32 -lcomdlg32-luser32 -lkernel32 -ladvapi32 -lshell32
#4
Quote from: dreamerman on 2014-Sep-03

Pre-GPC archive (little pb app that can be used it other editors like SublimeText), includes SumblimeText 'package' started by Albert here, I have edited that package to get it working with my pre-compiler, apparently I removed info about that from first post, since I focused on code editor. I will add it again...

Hey it's me! I'm glad somebody found my experiment useful!  :enc:
#5
Quote from: fivesprites on 2013-Jul-25
Yes! Apologies, I should have stated that it was your GUI code - which works fantastically well by the way :)

I'm glad you find it useful, no need to state anything, just use it.
#6
I think this is because of the HD resolution. But I dunno, because it is a very old build of the game, maybe some debug feature remained in and make a lot of logging in the background...
#7
Wow, I've OUYA too, but not enough spare time to develop for it.

I've only tried some old build of my games, and they was slow and 90° rotated. See more here: https://www.facebook.com/photo.php?fbid=629559680389575&set=pb.187718021240412.-2207520000.1374758350.&type=3&theater

Hey FIVE: https://dl.dropboxusercontent.com/u/32204670/alphaed.png that is a nice little thing. This is my Immediate Mode GUI?
#8
I've compiled to HTML5 and uploaded to Kongregate just to see if this is possible. http://www.kongregate.com/games/Alberton/glbasic-test-game
Not the perfect game to showcase GLBasic true performance but I wanted smthing playable fast.
#9
With ALPHATEST it looks quite cool!
#10
Very interesting stuff. What a pity it has some serious issues (it crash for me quick). Wonder what the community will make with this code!
#12
Now It's working on HTML5 too: https://dl.dropboxusercontent.com/u/292449/html5/Iso/isometricdemo.html
Strange fact that I had to remove DRAWLINE from the IMGUI codebase to run properly (There was 4 lines in the window's title). Drawline is too slow stuff?
#13
For a little HTML5 benchmark test modify tha main code again to this:

Code (glbasic) Select
//create a blobMonster object
GLOBAL test[] AS blobMonster
CONSTANT numBlobs=10
REDIM test[numBlobs]

FOR i=0 TO numBlobs-1
test[i].Create(RND(300), RND(300), RND(1000))
NEXT

SETLOOPSUB "GLB_ON_LOOP" // - GLBasic V11 calls this at the END of "main"


//main loop
@SUB GLB_ON_LOOP: // this is called by the framework after the "main" init module
//update and draw the blobmonster
CLEARSCREEN
FOR i=0 TO numBlobs-1
test[i].Update()
test[i].Draw()
NEXT

SHOWSCREEN
ENDSUB


and blobMonster.Create to this:
Code (glbasic) Select
//function that returns a new blob monster object. Blitzmax equivalent (kind of)
//of a constructor in C++/Java
FUNCTION Create AS blobMonster:inX#, inY#, inTime#
DIM self.tail[self.segments]
//starting point of the blob monster
self.x = inX
self.y = inY
self.time = inTime
//give the tail some coordinates, just make them the same as the main x and y for now
FOR i = 0 TO self.segments - 1
self.tail[i].x# = inX
self.tail[i].y# = inY
NEXT

RETURN self
ENDFUNCTION


And you got this:
https://dl.dropboxusercontent.com/u/292449/blobmonster30.html
#14
Change part of the the main code to this:
Code (glbasic) Select
//create a blobMonster object
GLOBAL test AS blobMonster

test.Create(10, 10)

SETLOOPSUB "GLB_ON_LOOP" // - GLBasic V11 calls this at the END of "main"


//main loop
@SUB GLB_ON_LOOP: // this is called by the framework after the "main" init module
//update and draw the blobmonster
CLEARSCREEN
test.Update()
test.Draw()

SHOWSCREEN
ENDSUB


Compile to HTML5 and you get this:

https://dl.dropboxusercontent.com/u/292449/blobmonster.html
#15
And now they are working hard on BlackBerry 10.0 (QNX) mobile phones. I want compile to QNX from GLBasic NOW!