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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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #100 on: November 15, 2012, 09:52:01 PM » |
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Yeah for the C++ side, it's just a library, so you can do whatever you want. It doesn't even include the Lua bindings in it, much less a player. And the IDE has a Unity-style export thing that just makes a self-contained application.
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tametick
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« Reply #101 on: November 15, 2012, 11:51:10 PM » |
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Ivan: can you confirm this works on ios? There is more than just rendering to think of, e.g. touch/multi-touch support.
Is this "yeah if you edit the source yourself you can kinda get it limping along on the latest iphone" or "this is supported and tested in ios and here are 10 example programs running at 60fps showing multi-touch and tilting support on iphone 3gs"?
Adding support for mobile platforms is NOT like supporting mac or linux, it likely requires significant amounts of work! Is this a major priority for you or an afterthought (both are legitimate but I'd need to know that before making an informed decision)?
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Ivan
Owl Country
Level 10
alright, let's see what we can see
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« Reply #102 on: November 16, 2012, 12:19:53 AM » |
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There is currently no mobile support at all. iOS support is planned in the near future, but not until everything else is stable. That said, it's designed to be easily portable, so it should be pretty trivial to do (mostly writing an ES2 version of the GL renderer and making barebones CocoaTouch core, everything else should compile and run out of the box).
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tametick
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« Reply #103 on: November 16, 2012, 12:23:11 AM » |
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Ok thanks!
I hope you'll also think of adding android support eventually (the input extensions can probably be handled by one of the existing open source cross-platform mobile libs).
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motorherp
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« Reply #104 on: November 16, 2012, 02:20:55 AM » |
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Hi Ivan, this is looking really cool. Regarding the IDE, will it be possible for users to extend the editor with their own customisations?
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