Recent posts

#31
GLBasic - en / Re: Editor Question
Last post by dreamerman - 2024-May-16
And what kind of monitor do you use? Standard standalone or some laptop built-in, crucial thing is, does it use PWM for dimming/regulating brightness or DC. Personally I get headache from monitors that use PWM.
#32
GLBasic - en / Re: Editor Question
Last post by MrPlow - 2024-May-15
Thanks - good idea - Just download f.lux and eye-saver programs for windows - see if they help  :)
I will try dark theme too - but in past that didnt help the motion issues...
#33
GLBasic - en / Re: Editor Question
Last post by dreamerman - 2024-May-15
Another thing (beside larger font with bold style) that I can advise is to use dark theme, as it is gentler on they eyes.
What kind of monitor are you using? Playing with blue light filter/color temperature, brightness and contrast may help a little - like one preset for coding/browsing, other for watching movies/YT.
#34
GLBasic - en / Re: Editor Question
Last post by MrPlow - 2024-May-14
yes, I dont know if it could something else but when I look at code via the editor I get a little motion sickness headache.
I dont get it in notepad...  ;)
Could also be scrolling rate of the window is not agreeing with me...

So I was wondering if the refresh of the IDE is different too?!

I have sensitivity to high rate monitors too - and cant watch motion-smoothed TVs either etc.  :D  :D

-  trying diff larger font and removed line numbers to see if motion issues improves ;)
#35
GLBasic - en / Re: Editor Question
Last post by Kitty Hello - 2024-May-14
Yes, there's only the option to change the font size. But there might be alternative fonts to use, that suit your eyes better? We're getting old, eh? :) I need new glasses every two years, myself.
#36
GLBasic - en / Re: Editor Question
Last post by Paul Smith - 2024-May-13
I use a 4K screen and I can adjust the font size to suit but the Icons toolbar is unreadable. I think it needs updating as the windows scaler also causes it problems.
#37
GLBasic - en / Editor Question
Last post by MrPlow - 2024-May-13
Can the editor display code with custom Line Height? e.g. 1.5 or so..
Just the standard is a little hard on my eyes and would like to be able to alter it?
#38
This is so awesome. When you want to "flood fill" a polygonal area, search the forum for "Delaunay". It's a triangulation method for polygons. Maybe that helps? For convex polygons, "ear clipping" is the algorithm you want. GPT is likely to provide code for you.
#39
Back to music packs.

Fantasy Gaming Music Bundle on Fanatical.
Tiers:
4 items -> €1.10
10 items -> €6.60
20 items -> €11.00
End date: ??

The new  Fantasy Gaming Music Bundle does exactly what it says with 20 original music packs covering ambient and epic musical accompaniment for all your likely games projects.
Tier 1: Dark Fantasy Music 1, Atmospheric Fantasy 1, Cute RPG Music Pack 1, Cosy Melodies Pack 1.
Tier 2: Dark Fantasy Music 2, Atmospheric Fantasy 2, Cute RPG Music Pack 2, Cute RPG Music Pack 3, Cosy Melodies Pack 2, Cosy Melodies Pack 3.
Tier 3: Dark Fantasy Music 3, Dark Fantasy Music 4, Dark Fantasy Music 5, Atmospheric Fantasy 3, Atmospheric Fantasy 4, Atmospheric Fantsy 5, Cute RPG Music Pack 4, Cute RPG Music Pack 5, Cosy Melodies Pack 4, Cosy Melodies Pack 5.


#40
Next step in development is dynamic houses.

I am in the process of creating a house editor, where you can lay down the foundation of the house which is stored in an array of 2D lines, the end point of the last line needs to connect to the start point of the first line, so the loop is closed. You can also add a negative foundation for creating houses with an inner yard.
The foundation of the house is grid based with the possibility of diagonal walls ( basically the editor just snaps to the grid for placing the points of the houses foundation )
Then I render walls from these 2 foundations for each story of the house there will be one generated wall ring.
A floor will be rendered for each floor ( flood filling the house foundation ), only interrupted by openings that can be placed on the floors.
I will actually build the wall rings 2 times, the second time the walls will be inverted ( also with different texture offsets to allow different inner wall textures ) those two walls will be rendered at the same time, because only front faces will be rendered they will not z-fight each other. When the player enters the house, the
outer wall ring is not displayed anymore, so you can only see the inner walls, also only the floor the player is on will be rendered, when the player enters the next floor, the floor will slowly blend in as the player transitions to the next floor.
Doors and windows can break the wall rings and will be left as openings when creating the models, meaning that you can only exit a house by doors and windows. Also you can see the inside of the houses through the window from outside and vice versa.
The only problem in this concept i am facing is finding a nice algorithm to automatically generate a roof for a build house. I have already created the outside line loop for the roof, so it will leap a bit over the walls by just translating the lines of the foundation outside and calculating the cut points to the translated, enlarged lines with their direct predecessors and ancestors.
Now I am thinking of doing the same, but translating the enlarged lines of the houses foundation to the inside of the house, also defining them finally by their cut points like the outer loop of the roof. This will be my first layer of roof, from this I can do the process again, till everything is filled with roofs. The only problem with this is, that some points can lay directly on other walls and have to be recalculated and also some points
will be removed ( duplicates that sit on top of each other ). With some points removed, the whole loop of points needs to be reordered correctly.
Also i need to keep track of the outer loop of roof to the inner loop, basically for creating the triangles correctly between the two loops. I hope to be able to resolve this, but it should be doable.
The final step will be to add inner walls to the house, so you can create rooms inside.

So basically a house consists of floors, outer walls ( one for each story ), inner walls ( specific to each story ) and the roof, which can easily be blended in and out.

This will have the great advantage of being able to seaminglesly enter houses on a map without loading times, the player could directly relate their position inside the house to the outside world.
 
Right now, the foundation editor is ready and outer wall rings can be rendered ( without the option to place doors and windows yet ), also the outer loop for the roof is created automatically.

I will keep you informed of the progress I make here and hope to be able to show something soon.