gianmichele
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« Reply #80 on: November 14, 2012, 07:29:28 AM » |
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Ohhh I like the IDE Left an introduction message on Polycode's forum. How's the iOS port coming along?
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kamac
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« Reply #81 on: November 14, 2012, 09:04:25 AM » |
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Will you be angry at me, if I ask what do you code the IDE / editor in / using what library?
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #82 on: November 14, 2012, 10:20:34 AM » |
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It's actually written IN Polycode, which has a fully themeable UI library built into it
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Dr. Cooldude
Guest
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« Reply #83 on: November 14, 2012, 10:23:08 AM » |
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It's actually written IN Polycode, which has a fully themeable UI library built into it Mind = Blown Anyways, this looks awesome, I will definitely try it when it's released!
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kamac
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« Reply #84 on: November 14, 2012, 10:28:09 AM » |
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It's actually written IN Polycode, which has a fully themeable UI library built into it Hm. I thought so Let's go deeper, that UI library polycode has built it, does it uses bare OpenGL / DirectX, or something else perhaps?
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rivon
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« Reply #85 on: November 14, 2012, 10:57:24 AM » |
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OpenGL.
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #86 on: November 14, 2012, 11:02:14 AM » |
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It's actually written IN Polycode, which has a fully themeable UI library built into it Hm. I thought so Let's go deeper, that UI library polycode has built it, does it uses bare OpenGL / DirectX, or something else perhaps? Polycode uses an abstracted renderer, which is currently implemented in OpenGL. You could potentially write a DirectX implementation on Windows if you're so inclined.
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kamac
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« Reply #87 on: November 14, 2012, 11:05:48 AM » |
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It's actually written IN Polycode, which has a fully themeable UI library built into it Hm. I thought so Let's go deeper, that UI library polycode has built it, does it uses bare OpenGL / DirectX, or something else perhaps? Polycode uses an abstracted renderer, which is currently implemented in OpenGL. You could potentially write a DirectX implementation on Windows if you're so inclined. No, no. I just wanted to know whether you used some existing GUI library, or wrote it from scratch
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #88 on: November 14, 2012, 11:07:58 AM » |
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Ah, ok. No, I wrote it from scratch. It was a pain in the ass.
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InfiniteStateMachine
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« Reply #89 on: November 14, 2012, 08:25:12 PM » |
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I'm assuming the IDE is for the LUA side of things. Is that correct?
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #90 on: November 14, 2012, 09:55:01 PM » |
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I'm assuming the IDE is for the LUA side of things. Is that correct?
Yep, it aims to provide an integrated development tool to design, code and publish projects from a single app, and so it has a (somewhat simple as of right now) code editor built in. I wrote a networked debugger for it, so it will actually do backtraces and lets you jump around in the code if errors occur as well as execute code directly in your application while it runs. I'm trying to design it in such a way that it will still be a useful asset editing tool even if you use C++ or want to use your own editor or build pipeline for Lua (you can still use the debugger since the Polycode player will try to connect locally to the IDE if it's running).
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MapiMopi
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« Reply #91 on: November 14, 2012, 09:56:47 PM » |
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With each post PolyCode sounds more and more delicious!
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SolarLune
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« Reply #93 on: November 14, 2012, 10:40:58 PM » |
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Me too, this is really shaping up. I liked it before, but this looks to be really shaping up.
So is 2D mode separated from 3D mode? Or is it just a different 'view'...?
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tametick
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« Reply #94 on: November 15, 2012, 02:20:08 AM » |
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Looking good! Which platforms does this support? I assume win/mac/linux, how about ios and android?
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #96 on: November 15, 2012, 03:12:05 PM » |
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Me too, this is really shaping up. I liked it before, but this looks to be really shaping up.
So is 2D mode separated from 3D mode? Or is it just a different 'view'...?
The 2D is completely separated from 3D for ease of use (though you can render a 2d screen on top of a 3d scene and vice versa no problem), but on the basic level they share the same base entity class, so working with 2d and 3d is very similar. The 2d entities just have 2d-specific stuff added to them, like screen input events, 2d transforms, and other 2d-specific stuff.
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InfiniteStateMachine
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« Reply #97 on: November 15, 2012, 03:26:52 PM » |
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sorry I know this had been addressed before but the polycode site is currently down. Just wanted to clarify something
If you make a game in you can include the player so from the perspective of the player it's an application without any extra dependancies. Is that correct?
If you make a game in C++ does it require the player?
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Zaphos
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« Reply #98 on: November 15, 2012, 04:29:42 PM » |
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sorry I know this had been addressed before but the polycode site is currently down. Just wanted to clarify something
If you make a game in you can include the player so from the perspective of the player it's an application without any extra dependancies. Is that correct?
If you make a game in C++ does it require the player?
The site isn't actually down, the pages with details are just not linked (presumably because they're outdated) -- you can still access them though: http://polycode.org/learning/Previously it said, re lua apps, "When you're ready to publish the app, you can bundle the polyapp file with a standalone player so that anyone can run your application." So yes, it's just a normal application to the end user.
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InfiniteStateMachine
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« Reply #99 on: November 15, 2012, 04:56:49 PM » |
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^^ Ah sweet thanks for that
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