Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - turnerb

#1
Just got my Kindle Fire and tried a few Sample GLBasic apps.  I tried Pong, SphereMapping, Shadows, Light, and a few others, all failed to run correctly.  Some ran, but only text appeared on the screen.

I tried the iTouchMouse sample, and as long as I limited the mousepoints to 2 or less, it worked.  That was my only success.

Overall the Kindle Fire device is not great in my opinion.  Its slow, the UI lags, the Wifi seems slower than my other devices, and the screen has plastic instead of glass on it so I am expecting lots of scratches.

I am still too new to GLBasic to even figure out how to make basic determinations as to what should or should not work, but I was hoping the samples would work well on the new device.
#2
I have downloaded and run the iTouchMouse demo on my Windows machine, my Touchpad, Palm Pixi, Palm Pre, but when i try and run it on my Android Photon 4G it does not start up.  I think I have seen issues with Android and multi-touch but nothing specific.

Two questions:
1) Does this demo work for anyone on an Android device?
2) How does one go about Debugging an issue on device in GLBasic?  I did not see anything in the Help that detailed how to debug on device, or if it is even possible.

Thanks
#3
Hello,

I am trying to determine how 3D hit testing is done. 

The iPhone Touch Feature Example is a good starting point...  http://www.glbasic.com/showroom.php?site=games&game=iphonetouchfeatureexample&lang=en

How would one go about testing that a mouse touch occurred on any one of the faces of one of the cubes?  I did not find anything in the forums related to hit testing. 

Thanks
#4
Has anyone else noticed this behavior? 

I compiled the samples like SphereMapping, 3DMaze, and Islands, and on each one, the first time I launch them on the Touchpad the display goes completely black and nothing happens no longer how long I leave the Touchpad alone.  To further test, I downloaded Glowing Sky Free from the HP App catalog because I had seen that this was a GLBasic program from the forums and I also had the same problem as well.  The "fix" is to put the application into card view and then bring it back to full screen and everything then appears.  Subsequent runs do not have this problem, it seems to only be first run.

The reviews in the HP Catalog show some people complaining it wont open, but I dont know for sure that this is the same problem.

#5
Disclaimer - I am completely new to GLBasic.  My questions might be stupid and I have not yet fully investigated how to create a full game with GLBasic.  I wont be offended if you tell me to go off and study some more before asking stupid questions =D

It appears to me that all GLBasic applications are all running an infinite loop, which of course is very common and necessary in a game. 

This would appear to me to mean that you are effectively pegging the CPU anytime you have a GLBasic application running.  To test this theory, I ran the glbox2dtest.exe with task manager running on a Windows Box.  glbox2dtest.exe consistently showed 2-3% CPU usage (I am on a 24 Hyper-threaded machine) even after the boxes had finished dropping, it was basically "just sitting there waiting to respond to a mouse event" and consuming just as many CPU cycles as when it had to animate things on the screen. 

I think everyone accepts that games will suck your battery life when you are playing them, but I think this also means that if you were just sitting at the start menu of a game not animating anything or playing any sound, it would also suck the battery life out of your mobile device just as fast.  This is probably not an issue on iPhone/iPad because if you are not playing the game, the application cant really consume CPU cycles because iOS suspends that thread.  However, on more advanced devices like my beloved HP Touchpad that does allow true multi-tasking, and possibly more recent Android devices, it seems like this might be a problem.

An example would be someone writing a nice 3D Sudoku or Mahjong game in GLBasic.  These are games that dont neccesarily require you to give them 100% of your attention.  On the Touchpad, I can be playing a game like that written in GLBasic and switch to email, web browsing, etc... and not come back to the game for 30 minutes or so.  I would expect that if I did this, I might find my battery to be rapidly depleted.

Does anyone have any comments as to the validity of my concern, and possibly any way to make GLBasic stop or slow down the game loop to conserve battery life when waiting for the user to do something?

Thanks
#6
FAQ / GLBasic license
2011-Sep-29
Hello,

I have seen enough to go ahead and buy the Pro version of GLBasic, the only problem is that my computer is slowly dying and I know I will need to replace it soon.  I am wondering how much trouble I will have installing and licensing GLBasic Pro on one machine and then moving the license to a new machine later?

Some software does this well, some does not.

Thanks