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Messages - bigsofty

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Always a good idea to keep your coding skills up to date, thanks Mentalthink!  :good:

Announcements / Re: Colour Asteroids
« on: 2019-Jun-11 »
Looks good!  :good:

Don’t have an Android device to have a go though.

Kinda solved the problem for myself by simply using a more powerful machine with more memory. Compilations still freeze that machine when the compiler is not using incredibuild but its much less intrusive, maybe 5-10 seconds, then full control returns, and the crashes are very infrequent now(once or twice a week at most).

Lesson learned, time to update my machine, I needed to anyways, GLB just kicked my butt a bit to remind me! :P

Well done guys, I know this wasn’t easy!  :good:

Bug Reports / Re: Profiler broken?
« on: 2019-May-24 »
I had a quick look at Tracy, yeah seems like a very good profiler. Not sure it would work out of the box with GLBasic though, as it needs OpenGL 3. I did a quick tutorial on installing OpenGL 3 support but that was on a per project basis.

Bug Reports / Re: Profiler broken?
« on: 2019-May-24 »
Still no luck for me I'm afraid, I'm pretty sure I tried this earlier but I went though the steps again here just in case and still no "gmon.out". Hmm...

BTW there are a couple of Windows utils that will produce a profile graph based on gmon.out... and

You'll need to make sure python is install first though.

EDIT: OK, I got it working. The main problem was the project command line options. I chose Win64 as my target, so I added "-pg" to the linker and GCC for that platform(Each platform has its own set of command line options). BUT there seems to be a bug with the project options even if you choose Win64 the GLB compiler ONLY uses Win32 projects command line options. Changing the Win32 ones(even though I'm not compiling Win32) seemed to add the "-pg" to the compile process.

Thanks for your help Dreamerman.  :booze:

Bug Reports / Re: Profiler broken?
« on: 2019-May-22 »
Thanks for the tips Dreamerman. Yeah, I was kinda hoping that the command line was read from somewhere, same as platform.ini but no luck. Strangely I can't seem to get "-pg" to work, even with stripping off.  :S

Simplest solution would be to use an old version of GLB, I know I had it working a couple of months back. It's not great though, kinda grinds my game to a halt when it is working, considering your profiling execution speed I worry about the accuracy of the profiler, when the profiler is affecting performance in such a way. Hence trying to get the GCC profiler to work on the raw C++.

Bug Reports / Re: Profiler broken?
« on: 2019-May-22 »
Had a quick look, via a recursive text search in the GLBasic compiler  but no luck finding a editable text file to fix it. Which is a pity since most of the GCC compiler and linker command line params are editable this way.

I was going to try GPROF (-pg on the project options GCC and Linker command line params) as a stand in but no luck, maybe because the symbols are stripped when creating an executable in GLB? This would actually have suited me better since I use quite a bit of inline C but oh well.

Bug Reports / Profiler broken?
« on: 2019-May-21 »
I get a compile failed when I turn on the profiler option...

Code: GLBasic [Select]
g++.exe: error: resource.o-lGLBProfiler: No such file or directory
*** FATAL ERROR - Please post this output in the forum

Good news indeed!  :good:

GLBasic - en / Re: Inline C++
« on: 2019-May-10 »
You could put all your header file references within a C header file, then link it at the projects command line in the projects options. The headers will be available to any inline code after that point.

GLBasic - en / Re: Passing functions directly
« on: 2019-May-01 »
You need to create a function pointer(a variable of type PROTOYPE) to pass a it as a function parameter AFAIK. You shouldn’t however need to assign the PROTOYPE every time in a local var for each call.

Runnable code may be helpful to understand where you are and where you want to be TBH.

Yeah, one of my monitors is flipped in portrait mode. Whatever res the demo selected I don’t think it was supported. A simple check to see if the res change was successful should fix it.

The main problem I see, from a personal point of view, is that the engine is DX based. D3D has limited appeal due to the lack of portability.

Off Topic / Re: 80ties
« on: 2019-Apr-29 »
I had an ST back in the day, many a game never got past the intro for a very long time, the chip-tunes were that good!

I had to disable one of my monitors(dual display) for it to work?

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