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Messages - Rahkiin

61
BTW, you need to put the .frameworks located in the framework folder, in the ~/Users/<name>/Library/Frameworks/ folder. So without the framework folder itself. (I think the User Library works too, else try /Library/Frameworks). I am not sure from your story whether you copied the folder too or not :)
62
What I did was move all the frameworks into the Engine.app/Contents/Frameworks, but that failed. It started looking for a framework that wasn't in the package.

If you get it to work, please tell me :D

// Rahkiin
63
Engine Development / Re: Pegasus: Sphere 2.0
The Pegasus API and designs are now available on GitHub. Please remember that it is all just research and drafts and that nothing is permanent at the moment.

Edit: It is no_w_ available, not no_t_ :P
64
Engine Development / Re: Pegasus: Sphere 2.0
However, the APIs are not compatible, we will indeed make a 'newbie' layer that uses old-style functions. It will be not be possible to create a shim to 1.x because there are radical changes.

But still: due to the nature of the Pegasus: everything is possible!
65
Engine Development / Re: Pegasus: Sphere 2.0
We are talking mostly about internal stuff now. Most of it, if not all, can be shimmed to fit even the most noobest newbies.

Also, research-code tends to look nasty, but this will be worked out in time.

// Rahkiin
66
Engine Development / Re: Pegasus: Sphere 2.0

I feel like members from a standards committee are coming together in order to create a new API version, or something. Well, I suppose it's like that but without the "committee" bit. :P


Haha. We are just the developers of the runtimes for the 3 major platforms (Windows, Linux, OSX). Also, the development of the API is open source and everyone can participate. Currently that is at github.com/joskuijpers/pegasus, but this will be moved to github.com/sphere-group/pegasus.

// Rahkiin
67
Script Support / Re: Name-typing script
You do the following, roughly:

Code: (javascript) [Select]

var name = "";
var key;
while(!(IsKeyPressed {
    render scene with the name
    flipscreen()

    key = GetKey(); // waits for a key
    if(key == KEY_ENTER)
        break; // finished
    if(key == KEY_BACKSPACE)
        // remove last character unless name.length == 0
    else
        name += GetKeyString(key,IsKeyPressed(KEY_SHIFT))
}

And the end of the loop you have a name in the name variable. Roughly.


Good luck!


// Rahkiin
68

What's so great about it is how it starts off silly and inconsequential and things slowly but steadily escalate without you even realizing it until suddenly you're asking yourself "How did this go from a kid messing around in his room to THIS?!"


I think the creator was wondering the same thing after a while. That is often how such things go :P
69
@Lord English, I read your post, and I feel like I would find Homestuck very interesting. However, it would also cause me to not have time for anything else because I would just be read it. All The Time. :P
70
I am totally fine with you (Radnen and FlyingJester) updating your engines to support 1.6. But I have not an engine that does 1.5, so I am not going to implement first 1.5, then also 1.6, with all problems I have with those APIs due to async stuff, only so I can then work on 2.0 that has not the problems I have with 1.x :)

// Rahkiin
71
Engine Development / Pegasus: Sphere 2.0
Dear All,

In this topic, I would like to discuss Pegasus: Sphere 2.0. In the Sphere for Mac and TurboSphere topics have been some messages about this project, and to remove fragmentation, I suggest we talk about it here instead.

What is Pegasus?
Pegasus is a complete redesign of the Sphere 1.x API. It uses modern JavaScript idioms, paradigms and coding style. And it is non-blocking in places where 1.x was very much blocking. This allows for better engines, better games and happier gamers :D

Plans

  • More flexible and powerful graphics engine.

  • Asynchronous networking.

  • Non-blocking input handling

  • JSON based sphere file formats

  • More...



Participating
Even though Radnen (maker of SFML), FlyingJester (maker of TurboSphere) and me (maker of Andromeda) started Pegasus, does not mean we want to do everything alone!
We invite the Sphere Community to participate in this journey by giving ideas for the new API: what would you like to see? What do you think can be dismissed?
But there are more ways to help: you can write on the API itself by forking the repository and sending pull requests. Or you can send in issues. You can also submit unit tests and tutorials.

Github repository: https://www.github.com/sphere-group/pegasus
Generated API documentation: http://sphere-group.github.io/pegasus


// Rahkiin
72
Yes well, as far as I know, it the non-graphics will look a lot like my current design (and implementation), like networking and input and file system. I had not started on graphics yet.
We either do this together, or I have an non-compatible sphere engine for OSX alone :)

Finishing 1.6 and then doing 2.0 doesn't sound like a good idea to me. 1.6 has a userbase of 0 and has functionality that none of the other engines has, like particle systems.

// Rahkiin
73

Presumably, nobody's gonna read all that


YEAAHP. I don't even know Homestuck :) Sounds like you have been homestuck for days.

// Rahkiin
74
We just need to design it :P On IRC, that is.

Ghehe, just thought about it: the API is 11 years old (2003, nobody uses 1.6..) and what was in that year? There was no google! It was 4 years before the smartphone appeared. There was OSX 10.2 and Windows XP was just released, together with Office 2003. Chrome did not exist, everybody used Internet Explorer. It was that time! And I was 9... 2 years before I started programming.

Just some perspective.

// Rahkiin
75
My rendering loop will already be tight to the framerate of the display using CVDisplayLink, so it is already limited. But ill look into it.

FlyingJester, Radnen and I talked yesterday (today? err) about making a new incompatible sphere runtime. It came to mind when I found that GetKey() is very hard to implement for me, because it is Blocking and my whole runtime is non-blocking.
The 'Sphere 2.0' would have the OO API much like mine (shims can make them functions again) and graphics will work differently with vertices and masking and matrices (plus utility functions for applying rotations etc). Also, everything would be async and a game state manager would be built-in. It creates a much more responsive engine and game.
JavaScript like while(1) is what I walked against when writing my engine and in web-sphere.

I think it gives opportunity.

Due to the impossibility of a while(1) game loop in a sphere game for my engine (even if I don't redesign it), makes it already incompatible. So it is not a loss :P

// Rahkiin