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Post by n00b on Oct 1, 2017 18:15:31 GMT -6
RC Basic does not have an immediate graphics mode. All graphics commands are drawn to an SDL Texture which is only rendered to the screen when Update() is called. Immediate graphics mode just would not have worked with rcbasic because it uses hardware accelerated rendering which pushes all drawing commands to the GPU.
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Post by n00b on Dec 19, 2017 13:58:46 GMT -6
I am reviving this thread because I am making rapid progress but I am sucking in certain areas. Mainly I would like to have someone to help with optimizing the android port. There are so many issues with the android port that I can't even make since of.
Here is a list of stuff currently needed: theora videos will play without sound on android (i am using the same libraries so I don't know why this doesn't work) getmultitouch doesn't work at all almost the entire graphics library could use optimizations for speed
Things I would like to add: Accelerometer Bluetooth Numpad as well as keyboard
I would also like to get RCBasic on Mac/IOS but I don't own these platforms so I can't port to them myself. Anyone who is interested in taking this up let me know.
I don't even run windows on my computer but I have an old computer running windows 7 which I boot up every time I build a new binary release.
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Post by sdlbasic on Jan 10, 2018 9:24:52 GMT -6
I am reviving this thread because I am making rapid progress but I am sucking in certain areas. Mainly I would like to have someone to help with optimizing the android port. There are so many issues with the android port that I can't even make since of. Here is a list of stuff currently needed: theora videos will play without sound on android (i am using the same libraries so I don't know why this doesn't work) getmultitouch doesn't work at all almost the entire graphics library could use optimizations for speed Things I would like to add: Accelerometer Bluetooth Numpad as well as keyboard I would also like to get RCBasic on Mac/IOS but I don't own these platforms so I can't port to them myself. Anyone who is interested in taking this up let me know. I don't even run windows on my computer but I have an old computer running windows 7 which I boot up every time I build a new binary release. I see that you are back @rcbasic, glad to know, by the way i was @git and saw your code and you have used the tokenizer we do @ the forum with some new addons, glad to see that was not in vain, by the way why don't you separate the files into .h and cpp files. See example. tokenizer.h (1.03 KB) tokenizer.cpp (34.11 KB)
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Post by n00b on Jan 10, 2018 9:54:38 GMT -6
sdlbasic I am glad to see you back on here. If I didn't say it before, I really do appreciate the work you have done on this project. Version 3.0 would not have gotten off the ground without your contribution. As far as using .h and .cpp, is there an advantage to doing it that way? I never understood why other people did it that way but I also never really learned proper programming ( i learned almost everything from online tutorials and other people's poorly written code). If it can help in any way then I will make those changes. Right now I can't really do anything though, my computer completely crashed last night. It will just keep running the fan at full speed when I turn it on. Hopefully my hard drive is still good.
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Post by n00b on Jan 10, 2018 14:35:38 GMT -6
I think my computer issue might just be my graphics card. I am going to get an VGA cable today and see if it will boot up with the onboard gfx until I can get another card. As long as I can get my files from my hard drive I should be able to continue where I left off. I was in the middle of changing how the screen console functions draw to the screen when my computer froze. I turned it off and tried to restart it and it hasn't worked since.
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Post by n00b on Jan 10, 2018 19:03:08 GMT -6
PROBLEM SOLVED. It was my graphics card. I think it was because I set Full Compositing on for the nvidia driver. My card just wasn't able to take it for the length of time I had it on. Its not too much of a loss though. I got the card on ebay for about $40. But I do still have all my files so hopefully the new release will be available soon.
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Post by sdlbasic on Jan 11, 2018 3:37:34 GMT -6
sdlbasic I am glad to see you back on here. If I didn't say it before, I really do appreciate the work you have done on this project. Version 3.0 would not have gotten off the ground without your contribution. As far as using .h and .cpp, is there an advantage to doing it that way? I never understood why other people did it that way but I also never really learned proper programming ( i learned almost everything from online tutorials and other people's poorly written code). If it can help in any way then I will make those changes. Right now I can't really do anything though, my computer completely crashed last night. It will just keep running the fan at full speed when I turn it on. Hopefully my hard drive is still good. No advantage just good practice separating the declaration from implementation and it's easier to maintain. Good to know that you got your your pc back on.
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Post by n00b on Jan 11, 2018 9:27:22 GMT -6
I will try to split into .h and .cpp files a little at a time. There is lots of functions over all so it won't happen that fast. Also I committed final changes to v3.0.4 to git. Now I just need to build it and upload it. My main focus was on improving the android build and I succeeded in getting it to run pretty close to PC in performance. I fixed and changed alot of stuff in Linux and Windows as well.
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Post by n00b on Jan 12, 2018 2:46:38 GMT -6
I know I said I was done updating git for this release but I had to add a few more things. I fixed a seg fault in udp_socketclose and fixed an error with the way the screen console was being created across multiple windows. There is still a bug in the screen console functions on multiple windows but these are not functions anyone should be using on multiple windows anyway so I let this go for now. I will be able to get the linux version up soon. Windows will come eventually. I will try to install Windows on my laptop but I would probably have to uninstall linux, then install windows, then install ubuntu back so that I can dual boot. I actually have 32-bit Ubuntu installed on the laptop right now which is what I use to do the 32-bit build, and 64-bit ubuntu on my desktop which I use to build the 64-bit build. I also build the android port from my desktop. In the past I have tried setting up mingw on linux and it did not work out to well. It would do crazy stuff like not linking to the stl and not linking to any standard runtimes at all. Honestly I think it is just overall better to build for the OS on the OS.
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Post by n00b on Jan 12, 2018 20:46:04 GMT -6
I have been looking into more cross compiling options and I came across a project called MXE. It can be used to set up a cross compiler for windows on linux. I am building it now, but it builds a lot of libraries by default so it could take several hours. If this works I won't have to worry about installing windows.
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Post by n00b on Jan 15, 2018 16:21:44 GMT -6
I had to install windows to build the windows version. I installed it on my laptop after backing up everything. Now that v3.0.4 is out I can start focusing on the next release. My main goal for the next release will be bug fixes and optimizations. I would also like to make improvements to the editor but that will be a side goal.
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Post by n00b on Jan 17, 2018 17:01:28 GMT -6
I have already been adding code to github for stuff I want in the next release. I could use suggestions. As of right now, the only thing I want to fix is getting each case in select case to accept multiple arguments. Right now the compiler will allow it but it doesn't really work. Other than that, I added one function CanvasClip_Ex which will internally just create a texture and draw to it. CanvasClip uses SDL_RenderReadPixels to get the pixel data from the gpu and then creates an image from that. The reason I did it this way was to allow that image to be usable in multiple windows. The extra functionality of CanvasClip_Ex will only allow it to be used in the Window it was created in. It is a lot faster though, so for most games I think it is preferable. I would like to optimize ColorKey also but after looking over the code for a while I realize that is about the best I could do for that function.
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Post by sdlbasic on Jan 24, 2018 9:35:44 GMT -6
Maybe that bug in full screen is a matter of refresh the screen when toggle is called to change the view? I saw your fullscreen code and made a simple way of doing the same.
void rc_media_setWindowFullscreen(int win_num, int flag) { if (rc_winCheck(win_num)) { flag = flag == 0 ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP;
if (SDL_SetWindowFullscreen(rc_win[win_num], flag) < 0) { cout << "SDL_FULLSCREEN ERROR: " << SDL_GetError() << endl; return; } SDL_PumpEvents(); SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT); } else { cout << "SetWindowFullscreen Error: Window #" << win_num << " is not an active window" << endl; } }
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Post by n00b on Jan 24, 2018 14:01:41 GMT -6
I will integrate these changes into the source after I finish working on a few other things. The problem with setWindowFullscreen is a problem with SDL on windows. On Linux this works how you would expect but on windows it clears the renderer when going to fullscreen. This is not a problem in a game since you should be redrawing the window every frame. I will try to come up with a work around for this at some point but I do not consider this a bug. I will modify kenn's code and post it on his bug thread.
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Post by sdlbasic on Aug 20, 2019 10:44:07 GMT -6
Hey noob, i made some changes to the tokenizer but i was not able to test if everything is ok, can you test it for me?
I change the .h and the cpp file.
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