Recent posts

#71
Bug Reports / Re: DDgui_msg freeze html5
Last post by Kitty Hello - 2024-Jul-26
Oh. I think DDgui_msg uses an infinite loop to show the GUI. When you use SETLOOPSUB instead, DDgui works. My GACK (Gaming App Construction Kit) uses DDGui and runs perfectly.
#72
Bug Reports / Re: DDgui_msg freeze html5
Last post by Qedo - 2024-Jul-25
Is it possible that all the DDGUI examples I find on the forum and tutorials are incompatible with html5?
Does anyone have a good example?
Thank you
Qedo
#73
Oh. The GLBasic commands are not considered thread safe. Espeically graphics commands. Where is the bottleneck? Is it really the loading?
LOADSPRITE and X_LOADOBJ calls can't be multithreading. But drawing while loading other stuff might be - as long as you don't reload over existing channels.
#74
Can't you just change the texture instead of exporting the body parts separately? Or are there extras like super-muscles or Sonic/Hedgehog like legs?
#75
Off Topic / how well :-D
Last post by spacefractal - 2024-Jul-24
Long time ago im checked as glbasic is not so much, even im still love it and recently actuelly did a game (Cave Hereoes). Which kind of projects is people doing?

Here we finished work Head over Heels for the Spectrum Next, which is of course a none glbasic project. Im did all the music for the game as well various chicken rooms as well (not all throught). Fun game to create stuff to even im newer has played the original (im was not a spectrum fan back then). Yes we might have been a bit late for the KS2 release of Spectrim Next, but we did it. Ist ace to see people still like to purchese physical games. hihi

PS. It ok to talk about none glbasic project this time as its a off typic thread.
#76
Bug Reports / Re: Jpg doesn't work
Last post by spacefractal - 2024-Jul-24
there is a know bug in years as glbasic does not property read some compression of jpg. Im saw that too in my own game and just changed them to uses png or uses different compression. This is what im remember.
#77
Build Your Own Fantasy Game Assets Bundle on Fanatical.
Tiers:
4 items -> €0.56 per item
15 items -> €0.52 per item
35 items -> €0.42 per item
All for €14.55
End date: ??

PR info:
Unleash the power of the pixel and build your next gaming masterpiece with this Fantastic collection of game assets.
From the talented Pixel wizard, Elisier Rodrigues. Fanatical are proud to bring you an incredible lineup of assets, tilesets and much more to bring your gaming projects to life.


#78
I have not searched for the library yet,

I want to load 3d Objects while only displaying the 2D buffer, is this thread safe, or are there some overlaps in memory?

Also reading and saving files in the background would be nice, since I added the collectables to the save files, saving lag has become noticeable ingame.
#79
Thx for the kind words,

just some small updates done since my last post

* I added performance settings for the lawn effects ( view Distance of lawn can be set in percent ( it is allways related to draw size ) ).
* Lawn in close proximity to the player on another terrain level was also pushed down when the player was on ground, this has been fixed
* Fixed movement for the player when using a joystick
* Added bouncy wall detection also for enemies ( there is a wall type flag that will bounce the player off, like in a pinball machine, the texture of those walls can also change when it is bouncing something off, if it is properly defined in the TileShape Editor )
* Fixed a bug where height of static objects was reset to zero when an terrain update occured on a fixed area
* Created PlayerShape type and moved all hard coded animation frame references into it
* Created new maps
* Finished some animations of the new Player model in Blender, I will export it partially ( legs / arms / torso / head ) later this week, the reason why I export it partially is I want to change the model for the body parts on the fly ingame ( this is allready done like this for the old player model )




#80
Did you find the library? If so, multithreading is realitively easy. When you only read data, everything is fine. Once you start writing bits, you must ensure, that no other thread tries to read or write to the same memory location at the very same time. You do this, by setting locks (critical section or mutex in HawkThreads). The main problem is to organize your work loops, so you don't have a lot of locks.
You will get used to it, when you start doing things in parallel. Often, I use separate lists for the result of each thread and merge the results after the parallel code part together to one result.