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Post by Scaremonger on May 7, 2018 2:36:20 GMT -6
Hi,
I saw your post about including structured types in a later release, but do you have plans for pointers so that they can be used in a linked list and function pointers so that features like replaceable weapons can be implemented without having to keep a 'weapon number' variable?
Si...
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Post by n00b on May 7, 2018 5:57:26 GMT -6
Hi Scaremonger. To answer your question, I have no plans of including pointers but linked list is a feature that I will consider for a future release. My main goal has always been to keep the language as simple as possible while maintaining the functionality of other languages. For the next release my main goal is to finally get structured types in as well as the normal performance improvements I try to do in every release. But if you just need the pointer functionality for allocating more memory during runtime then you can use the redim keyword which was added in rcbasic v3.0.1 and later releases.
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Post by scaremonger on May 9, 2018 2:55:18 GMT -6
Thanks and I look forward to the release of structured types. I don't fancy going back to just arrays these days but this will make the language much more appealing.
Keep up the good work. Si...
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Post by tbird on Jul 24, 2018 19:04:34 GMT -6
Hey n00b are Types a thing that is coming, that would be awesome!
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Post by n00b on Jul 24, 2018 19:21:54 GMT -6
I have actually been working on adding that for a few months now. It will be in the next release but they will probably not be as flexible as user defined types in other languages. Right now I am planning on doing what NaaLaa does and implement types as just composites of the base types (numbers and strings). I had an implementation of a more advanced system working prior to 3.04 but it had a lot of overhead. Speed and Stability are always my main focuses.
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Post by tbird on Jul 24, 2018 19:48:04 GMT -6
I hear you, I am still excited either way.
Since I know very little about working with c++, have you ever looked at tiny c2 its a small, single header, very fast library for collisions, as I expect what I am writing for polygons is going to be very bloated, how hard would it be to implement? I was going to look into it, and I still will but more experienced eyes are probably needed. Thanks.
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Post by n00b on Jul 24, 2018 20:11:49 GMT -6
I will look at it. I was actually thinking about integrating a physics api based on box2d at some point also. The reason why this hasn't happened at this point is everything else I was working on. At this point, I am the only developer, I wrote all the documentation myself, I test all the new features myself, I compile for every supported platform myself, I wrote all the examples with the exception of the examples I converted from other language.
On top of all of that I have a full time job. I also want to work on developing games also which was the reason I created rcbasic to begin with. If this project was more popular we might be able to get more people to work on stuff like integrating collision detection, physics, writing documentation, tutorials, creating examples, helping build and test on multiple platforms, porting to more platforms, etc.
I am eventually going to add a lot more but it just takes time.
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Post by tbird on Jul 24, 2018 20:25:18 GMT -6
Yes, I know how that goes, like I said I will help where I can. I personally wouldn't worry about box2d it's a large library which adds quite a bit of bloat, unless, like you mentioned you had more people helping out and using it. Soon I will be pushing some vids of my game, I am pausing on the framework and working on the game some more, get some peoples attention....I hope . What do you use to compile RCBasic? Any special notes? I want to try and play around with it a bit.
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Post by n00b on Jul 24, 2018 20:48:39 GMT -6
RCBasic is actually pretty capable in its current state. The crappy games on the website don't really do it justice as each of them was made in less than a week (seriously, dominique's adventure was made in 5 days because I didn't have any money to buy my nephew and niece a christmas present).
Its actually not hard to compile. Its built completely with free software. I use codeblocks with the mingw compiler included. The libraries it uses is SDL2, SDL2_image, SDL2_ttf, SDL2_mixer, SDL2_net, SDL2_gfx, ogg, vorbis, and theora.
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Post by tbird on Jul 25, 2018 8:22:39 GMT -6
True Story! I wouldn't be using it otherwise. My game was in a much further state but the way the engine did networking was so painful, I decided to look for other options...I found RCBasic, and I love it. As far as the "crappy" games that's all relative to time spent and hand drawn graphics, my space shooter had squares and circles before I bought assets. I think you have something special here, and unlike the last one I headed into, your still around and developing it, which is a huge plus. Here is a vid of my game in later stages different engine, it had 2 player coop almost fully implemented but too much wrong with the engine and not being developed anymore, and I do not have the knowledge how to dive into source and fix. youtu.be/nEEQCjUza2sThanks for the info.
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Post by n00b on Jul 25, 2018 17:35:23 GMT -6
It looks great. The sound effects are kinda annoying though. Just my opinion.
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Post by tbird on Jul 25, 2018 18:05:41 GMT -6
Yeah I can only do so much with free sounds, the machine gun I will have to do myself to get right lol.
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