Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by loftcat on 2021-Nov-21 »
Thank you  :) I've been using GLBasic for quite a while now, but pretty new to the forum.

I've tried the LIMITFPS instruction before my main loop. It does affect the game speed as I adjust the limitfps number, but unfortunately it doesn't stop the flickering. In fact it's rather odd, everything on the screen starts off normal, but fades out after 5 to 10 seconds.

I realise I'm testing over a virtual machine on an Arm processor in a preview dev version of Win 11, so not big expectations here, but would be nice to get GLBasic working on my Macbook M1. Should also point out the game runs perfectly fine on a normal Windows 10 PC.

By the way, GLBasic works very well over Remote Desktop to a Windows 10 PC.
22
GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by SnooPI on 2021-Nov-20 »
Welcome to you  :booze:

Not easy to answer without a snippet of the code  ;)
Try that: Enable vsync with the LIMITFPS function.
https://www.glbasic.com/xmlhelp.php?lang=en&id=49&action=view
23
GLBasic - en / GLBASIC on Mac M1 using Parallels 17
« Last post by loftcat on 2021-Nov-20 »
Hi everyone, just wondering if anyone else has tried GLBasic on Windows 11 in Parallels on a Mac M1? I've found GLBasic (via Steam) installs fine and you can use the editor, but I'm experiencing fading of the sprites during game play. First few seconds it's okay. The fading effect could also be intepreted as flickering at high speed. Curious where the problem might be - ARM, Parallels, Windows 11 or the fact it's Windows 11 insider preview. Could be any or many of these causing a problem I guess!  =D
24
I attached the original project in the first post. Sorry, I didn't see it was deleted.
25
Beta Tests / Re: SGEngine Demo
« Last post by SnooPI on 2021-Nov-19 »
No problemo  =D

Just to let you know I´m interested into it too, if I haven´t said that before :D
:D  I don't remember  ;)



26
3D-snippets / Re: SGEngine
« Last post by SnooPI on 2021-Nov-19 »
Only had a quick look but it's very imressive work SnooPI! Nicely structured code, with lots of remarks.
The original Irrlicht wrapper was in this style, I kept it for clarity and to be able to understand it without difficulty even after years.
In addition, it saves me from having to write documentation ;) we understand perfectly the engine with only the examples.

this is a great job, congratulations SnooPI and thanks for sharing it
With pleasure  :booze:
Hope this engine will help to make quality 3D easily.

Thanks guys, I added 4 examples (from now on I would put "NEW" in the code for each new example).
27
GLBasic - en / Re: Pegasus and the Phantom Riders
« Last post by erico on 2021-Nov-18 »
Thanks again chaps! <3
I should not bring personal problems to us, it is just that I had to vent it. The inability to complete/achieve anything within an year time scale and with a darker future ahead poisons a soul.
As far as I know, the majority of the world has much much harder trouble.

Let´s change the subject, gotta get back into production.
Alectryon will have to hang for a while, I will try my best to finish this zx game here:
https://zx-dev-media-demakes.proboards.com/thread/24/shock-trooper-final-battle

If all goes ok till next month, I hope to bring the game into GLBasic. Maybe this one could be the type of 3d stuff we could work out.
If the underlying 2d and map/stage making is done (on the zx), should be a matter of direct port just spicing up with 3d GFX, but something geared towards that from the very start.
28
Wasn't aware of OpenMP, very handy for splitting huge calculations from one loop to multiple cores without bothering to much, could use that in something else.
Yeah I know parallel threads are tricky, specially for such things that are shared by different threads, good design will be crucial to get it working properly and efficiently, this is some kid of final goal, most likely at start I will stick with single thread for some time (do most game logic to get working demo or something), but MT would be final goal. Do you still have this example project with lib somewhere?
29
GLBasic - en / Re: Pegasus and the Phantom Riders
« Last post by spacefractal on 2021-Nov-18 »
Gernot and me has stuff on steam. we could eventuely help to release it with you as developer. Currectly im does not got that much payment, but im do have focus on the Spectrum Next stuff throught.
30
GLBasic - en / Re: Pegasus and the Phantom Riders
« Last post by bigsofty on 2021-Nov-17 »
Sorry to hear of the problems your having. As someone who is living with ill health and a lack of money as a result, I can relate. I hope things get better for you soon buddy!  :booze:
Pages: 1 2 [3] 4 5 ... 10