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Messages - bigsofty

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1
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-29 »
+1 for a point and click. My daughter (who’s 10) recently discovered point and click adventures on Steam, is obsessed with Thimbleweed Park. To us they may seem a bit old hat but to this generation they’re new and fresh.

Congrats on the release Erico too!   :good:

2
Off Topic / Re: Voxels are the future!
« on: 2019-Aug-27 »
Yeah, the guys who covering this is a bit bonkers :S but the tech is very impressive. It does have proper ray traced voxels (not meshes made out of cubes). I am totally dumbfounded how he managed to attach a physics engine on this?!? Your basically looking at a 3 dimentional array of 10cm cubes. Even the smoke and fire, particle systems, seem to be aware of the individual voxels. I pretty sure your looking at millions of voxels here, how the hell is this running in real time?

Love it when a coder does somthing that produces that ,WTF?!?, moment.

3
Beta Tests / Re: Beta test 3D demo 0.1
« on: 2019-Aug-23 »
Just tested, works well, really nice work here Snoopy. Very interested how this turns out!  :good:

4
Off Topic / Voxels are the future!
« on: 2019-Aug-23 »
This guys kinda mental but the tech on show here is pretty amazing!

<a href="http://www.youtube.com/watch?v=aAgVSTrqNOc" target="_blank">http://www.youtube.com/watch?v=aAgVSTrqNOc</a>



5
Types help keep things modular, I’d say there pretty much essential for keeping control of a project once you get past a certain size of code base too.

6
This is great, thanks Gernot!  :happy:

7
Good luck with your release!  :good:

8
Bug Reports / Re: Many strange Bugs.
« on: 2019-Aug-04 »
Drop a simple, few lines demo, here and we’ll test it on our hardware.

9
Should be faster and work the same on any platform.

10
GLBasic - en / Re: Object raycast 3D
« on: 2019-Aug-03 »
X_COLLISIONRAY() ?

.Edit: I really should stop skimming posts "but not the exact position" :P. So ignore this.

11
These are what I use in my game. Used mainly for speed, rather than just a set seed, should still do though for cross platform stuff.

Code: GLBasic [Select]
INLINE
//================================================================================================//
                                                /***********************************************
                                                 ** Random seed **
                                                 ***********************************************/

//================================================================================================//
        int gRndSeed = 98371;
        void Seed(int seed)
        {
                gRndSeed = seed;
        }

//================================================================================================//
                                                /***********************************************
                                                 ** Random number generator **
                                                 ***********************************************/

//================================================================================================//
        int Rand()
        {
                int k1;
                int ix = gRndSeed;

                k1 = ix / 127773;
                ix = 16807 * (ix - k1 * 127773) - k1 * 2836;
                if (ix < 0)
                        ix += 2147483647;
                gRndSeed = ix;
                return gRndSeed;
        }

        float cRandFloat(float range) // 3 digits after decimal should be plenty for my app.
        {
                int iRange = (range* 1000);
                float result = (float)(Rand()%iRange);
                return result * 0.001f;
        }

ENDINLINE

FUNCTION SetSeed: seed%
        INLINE
                Seed( seed );
        ENDINLINE
        ENDFUNCTION

FUNCTION GetSeed%:
        INLINE
                return gRndSeed;
        ENDINLINE
        ENDFUNCTION


FUNCTION RandInt%: range%
        INLINE
                return Rand()%(range);
        ENDINLINE
        ENDFUNCTION

FUNCTION RandFloat#: range#
        INLINE
                return cRandFloat((float)range);
        ENDINLINE
        ENDFUNCTION

FUNCTION RandFloatRange#: minFloat#, maxFloat#
        INLINE
                return cRandFloat((float)(maxFloat-minFloat))+minFloat;
                ENDINLINE
        ENDFUNCTION

FUNCTION RandIntRange%: minInt%, maxInt%
        INLINE
                return (Rand()%(maxInt-minInt))+minInt;
                ENDINLINE
        ENDFUNCTION

12
GLBasic - en / Re: Playmusic freeze
« on: 2019-Jul-24 »
So the music is streamed of the HD, I never knew that.

13
GLBasic - en / Re: Playmusic freeze
« on: 2019-Jul-22 »
I remember that I had a lot of problems with the playmusic function (especially on mobile) and finally, I used the playsound function.

Moreover, at the time of launching this function, everything slows down (as in my demo with the music of 2001, when the music stops and restarts, the demo slows down).
Nevertheless, it is a bit normal because the music is not loaded in memory, unlike the playsound function.

Erico, you should convert all yours musics to be compatible with the playsound function. Personally, I think this is the best solution at the moment.

Playmusic slows your code down, wow. This is a bit of a concern TBH. Have you tried this recently Snoopy?

14
As long as you don't have tonnes of models, it's usually easier to load the models into your model editor and scale it there.

15
Just a word to the wise, the Steam "Updates History" and the "Recent Updates" for Godot need updating. I think Android support could be an important addition for possible buyers. Also keeping "Updates History" updated should be a priority as it’s the first place buyers look when buying software to see if the app is dead or not.

I don’t mind lending a hand if need be.

BTW there are a few English grammar mistakes in the current Steam ad too.

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