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Code Snippets / Re: Load data from memory
« Last post by hardyx on Yesterday at 07:00 PM »
Wow, this is very cool for creating data at runtime using the "mem://" protocol.
 :booze:
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Off Topic / Re: Steam Deck
« Last post by Schranz0r on Yesterday at 03:42 PM »
Holy moly, Dreamerman is back :D
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Announcements / Re: New BETA
« Last post by Schranz0r on Yesterday at 03:40 PM »
Haha Qedo :D

Is anyone active on the Steam-Groupchat?
My Steamname: sLiveR :)
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Announcements / Re: New BETA
« Last post by Qedo on Yesterday at 02:43 PM »
couple of months? maybe, a couple of days are enough for me and I'm all over again.
 :blink: =D  :good:
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Code Snippets / Re: Load data from memory
« Last post by dreamerman on Yesterday at 02:34 PM »
Interesting secret, if you have more of such, don't wait to share them :D
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Off Topic / Re: Steam Deck
« Last post by dreamerman on Yesterday at 02:14 PM »
Im trying to keep an eye on Steam Deck, and I like current Valve approach - clarity, like in their last video Steam Deck inside
Spec wise its good enough, in GPU terms maybe base PS4 power in handheld, even pure TFlops are showing that's more like Xbox One, but there is difference in architectures: GCN in XOne/PS4 vs RDNA2 in Steam Deck, and between those architectures there is like 40% real world performance difference (DigitalFoundry on YT did some good test around AMD GPUs before current gen consoles arrived), RAM and CPU are also nice. Just saying if it runs new Doom in 60fps I have nothing more to say :D And people are waiting also for such handheld as it quickly sold out, new bunch will be available in what 2Q of next year so..

When it goes to GLB, couple years ago when Steam OS 1.0 arrived I checked compatibility, and main issue was that GLB was using older SDL 1.2, and that OS shipped only with newer SDL 2.0, so you needed to manually download all additional libraries (also for sound), I'm don't remember how that ended for me cause most likely end-user would not play around for one hour to download some stuff for himself. True question is now, what libraries will be included in Steam OS 3.0, and what are current requirements for GLB to run on Linux - is it already on newer SDL 2.0? Out of box support for this OS would be very nice, and allow more visibility on Steam. That's about native support, I didn't test Proton itself, but it looks that very compatible software and should run GLB apps.

Next thing is games compatibility with Steam Deck, few days ago Valve published some docs on that on partners page: Steam Docs
Nothing crazy, game must support game controller (and show proper icons), work on 720p resolution, no small fonts (like 9px size, preferred 12px), if game needs keyboard input (for player name) use Steam API/your-own virtual keyboard and so on, don't see any issues for GLB in this matter. I will check what's new in latest Steam SDK packet to add possible needed functions to my wrapper.

offtop:
From couple of years that trend for dedicated handheld devices is getting stronger, previously beside Nintendo/PSP there were only retro emulation consoles but they weren't such widely available (GamePark, Caanoo etc.), now there is so many of them (retro consoles based on Arm), and from times of first GPD such portable pc's are also more popular (AyaNeo, OnexPlayer), but never such huge company like Valve were involved into this, that's good, and should have impact on competition on that market. On customer side looking for handheld, price is always some kind of barrier because let's say 500Euro doesn't sound cheap (but considering it capabilities it's fair price), and 200Euro for Android based retro console that can only play emulators (there is so many of them right now) isn't so good as 50Euro for PSP or 100Euro for PS Vita that's perfect for playing dedicated games and most emulators. But market still lacks cheap x86 handheld, imagine 150$ device that could play older games from X360/PS3 era and indie games, that woudn't require most powerfully hardware just newer production process and low end parts, maybe someday there will be device like this, it would have really huge market of possible clients. When talking about indie/homebrew, I can't count Switch, it's popular of course but, that is closed ecosystem console and big N doesn't like homebrew, is blocking unofficial ports from other systems, blocking YT materials that are showing such and so on, and dedicated games from normal consoles are highly lowered back due to console power, but let's don't deep dive into that, that's one of reasons why Steam Deck gained so much in many eyes - open for AAA and indies powerfully and compatible device.
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Off Topic / Re: A Pico-8 Like thing in GLB?
« Last post by dreamerman on Yesterday at 11:02 AM »
I know that thanks to easiness Pico-8 is quite popular, and good for introducing programming to kids, but if I understand correctly biding script language to core GLB isn't enough, you would need to have small 2d engine/suite to simplify everything, to have commands like LoadBackground(image.png), ShowBackground(), LoadUnit(player_sprite.png), and so on available in simple way in some kind of shell called fantasy computer, that would have also built-in features like sprite/map editor and so on. This itself would be pretty large project additionally beside core GLB, maybe someone is already working on something like this or you may start such thing ;]
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Announcements / Re: New BETA
« Last post by dreamerman on Yesterday at 09:36 AM »
ojoj :lol: Couple months away from GLB and I forgot such basic stuff ;/ Let's assume that there was no such question heh
New commands can help achieve some interesting font effects, will have to try them out someday :]
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Announcements / Re: New BETA
« Last post by Kitty Hello on Yesterday at 07:53 AM »
How about a SHOWSCREEN? ;)
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Announcements / Re: New BETA
« Last post by dreamerman on 2021-Oct-19 »
Nice to see something new, may be usefully :]
I was playing around with some stuff and I think that latest versions have some curious bug :( if you use "SETLOOPSUB" for mail loop you can't move app window around (not fullscreen mode), and trying to do that will hang the process :/ Even this simple code will have such issue:
Code: (glbasic) [Select]
ALLOWESCAPE TRUE
LIMITFPS 60
SETLOOPSUB "main_loop"
END

SUB main_loop:
  IF (KEY(01)) THEN END // if escape key then end app
ENDSUB
When Debug is enabled you just can't move the window, but app will still work ok. When using do/loop as main loop with sleep there is no such problem. Checked on Windows 10 (didn't test on other pc, os version), can anyone verify that?
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