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Messages - dreamerman

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Sadly I don't have to much free time, and can't participate in this at moment. This is a great example how to use C++ inline and external libraries, I'll need to take a deep look into it to see better way of using Steam API if possible.
Quote from: Schranz0r
no need to wrapp the whole thing in a gbas file, simple direkt calls...
This way you can say to the compiler to use the Raylib:: and not the __GLBASIC__:: namespace for this functions
So Your saying that there is a possibility to override all standard GLB functions this way and use this as alternative? Very interesting, and may be very useful - in case of bugs/instability in core GLB, testing performance and as final build target. From what I saw on raylib webdoc additional libs may be needed in case of need for additional stuff like rumble effects - SDL2.

One strange issue in Spot Race on Android. When music is muted then sound effects are a bit quieter, or rather if music is on the rest of sounds are louder - and a bit to loud compared to music and normal sound volume.
That problem with invisible text in menu in PowerUp Elevator still remains. Beside that didn't noticed any issues with bad fps or frame pacing problems (60hz device).

GLBasic - en / Re: How to check Vsync screen
« on: 2020-May-29 »
60Hz monitor, code mostly outputs 60, sometime 59hz happens.

Bug Reports / Re: Android Game Loop
« on: 2020-May-28 »
hm.. not sure if I was aware of those frame pacing issues, but in fact setting fps limit to 60 can cause some issues on 75/90/144 screens, and here one question raises. What's the best method to avoid possible problems, use VSYNC, LIMITFPS with some large number, use hand-made fps control function in WHILE loop or something else? For mobiles mostly as for PC dedicated title it may depend on game type.

GLBasic - en / Re: Compiling to html5?
« on: 2020-May-23 »
Those *.bat files in platform/HTML5 are either not used for build or are for building GLB lib itself or something if I understand correctly, proper build file is 'compile_html5.bat' that's generated during compilation in 'temp\glbasic', this can be edited to set proper path for emscripten and that will work.
But there are other issues, first is that 'OUTLINING_LIMIT' setting is deprecated and not used in current emscripten, second thing, prebuilt / included GLB/HTML5 libraries were made with older version of emscripten, if You will try to use them on latest public version an error 'machine type must be wasm32' will appear, and compilation will stop.
Still there are those warning about multi brackets (()) and using == comparison instead of ===, but those can be ignored with some compiler switches.
It would be great if those critical errors could be fixed so HTML5 would be available again.

2D-snippets / Re: Text Shadow CSS importer
« on: 2020-May-19 »
Interesting project, effects looks nice and this can be handy, specially blur and shadow functions.
Those c++ inline in OpenGL part are much faster than standard GLB? Some possible optimization is to avoid DimPush and just declare arrays with final size.

Consider do You really need pixel based collision checking? In my opinion in most cases it's waste of resources, for games with old school graphic it's ok but if you will use it on large sprites it just will be to much overhead.
Best would be just shape based collision checking - rotated rectangles, or even polygon based if needed because it will be fast. And any such algorithm can be easily adapted to GLB.
Still if pixel based is Your choice consider using 'mask' spites - if it's 'onescreen level' game type, have offscreen surface, draw car mask to it with proper alpha/color setup, then just check specified region if some pixels differ from main mask color - so this will be only one sprite2mem per frame for all collisions.

In SaveBmp alpha is checked so GrabSprite also should make use of it, but I'm not sure as never used it on larger scale. Some workaround can be using custom grabsprite routine with Sprite2Mem.

Announcements / Re: Red Wizard Island
« on: 2020-May-17 »
Good luck with the release! :-)
Some thoughts to consider, as it's better to do this on release, later it's just harder to attract some users. Features must to have for this game: controller/gamepad support if it's not present and Steam Cloud for saves (easy to do, just specify what files need to be copied in Steamworks) - as those features aren't listed on game store page. If Your game doesn't have many text based buttons/ui also multi-language support could be good option, and at last also Steam Achievements would fit it nicely.

GLBasic - en / Re: NETWEBGET and HTTPS
« on: 2020-May-14 »
I doubt it, or rather I would say not in nearest future. My previous answer is still accurate, with one big change. If You need it only on Windows/Steam You can use Steam-API for that as it has https GET/POST request, if You need it for leaderboards then Steam also can be used, btw. You can add achievements to Red Wizard Island with this:

edit: I had some problems with GET requests due newer PHP version, needed to reverse to PHP 5.3, maybe something with my php code, not sure..

Fixed bug in my region based pathfinding, some small changes in few functions, so main functions are stable.
Current benchmarks:
Code: (time in miliseconds) [Select]
AcrosstheCape 32room_000 maze512-1-0
start-goal pairs 294 pairs 213 pairs 241 pairs
FINDPATH 90310 7067 55384
Advanced_FindPath 86456 44920 28732
FloodFill 6364 3199 10365
A* BH 4119 1251 20267
JPS-4Way 1255 314 3013
JPS-SD 450 127 703
Regions 448 316 1586

As for now I was looking for best choice for partial changing maze style map, something between rooms/maze - like in dungeons / roqulike based games. So I made some changes in JPS function - using 1D array and focused on target kind of maps - it's called JPS-SD.

There are some interesting concepts, but generally, higher/more expensive pre-calculation = better final solving speed. Yet such pre-calculation sometimes make it harder / more expensive when used on dynamic or part-dynamic maps - one path may be currently blocked by obstacles - for example closed doors and so on.. In general for not-changeable maps with JPS You can use pre-calculated jump length so no need to check all tiles during jumping, BinaryTree code could be also little altered specially for region based pathfinding. Maybe in GLB some better code can be written, but to have even better results pure C++ should be used with pointers and other sorting algorithms like combination of buckets and fast lists. Still this should be sufficient for most use cases.
If any one is interested in additional info You can check links included in source, and one really interesting implementation is this:  JS code, but it's really fast, yet it isn't easy to read. It's using 'landmarks', some kind of similar to regions but more advanced.

Feel free to change anything, and I'm curious to see any additional pathfinding algorithms :-) All other implementations, tricks and optimizations are welcome.

In-game it looks ok, I see jump/turn buttons/text properly.

No issus with sound/music, after minimizing app is restored/maximized without problems even after couple minutes. Generally no problems, just in PowerUp Elevation lower menu text is cropped and not displayed properly. Device info - screen resolution 1080x2340 px, Android 9, no physical Home button. Btw. nice little game, good luck with it :-)

Beta Tests / Re: 3D Demo
« on: 2020-May-11 »
One more thing about animation - skeleton based is faster/better than per vertex and simply allows to do more things. But generally I'm not in '3d mode' from a long time, yet it's good to see possible alternatives or libs that could bring additional features to GLB.
Demo looks nice, runs smooth, but I had some issue running it - two or three first runs were crashes with some error (din't make any dumps/error logs), after that demo runs properly. Don't know why but it style reminds me Half-Life.. ;)

Only IDE is forced to run from Steam, You can still use other code editor and even run GPC/compiler from command line. Not sure if older official IDE v15 can run v16 compiler sets, didn't try to do this.
Still Your Steam problem is strange, as it's isn't updated so often and those updates are rather small and install fast, maybe AntiVirus is blocking them - scan each file before access and so on..

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