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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)The happy programmer room
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Will Vale
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« Reply #120 on: February 11, 2009, 03:40:23 AM »

Tempting... It lists DOS as a supported OS, and the Dos unit even supports interrupts!

Code:
  Regs.AX := MCGAMode;
  Intr(VideoInt, Regs);  {put video into mcga 320*200*256 mode}

I'm getting closer with the TP6 version though - got the gameflow working by skipping some of the sprite loads, and fixed some more memory leaks.
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Wishfallen
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« Reply #121 on: February 11, 2009, 11:48:58 AM »

Been selectively following some tutorials on making an XNA-based engine, and for some reason, I'm having a blast doing it Smiley Almost got my GameScreen & Component system down, then its Actors, Physics and other such fun.  Grin
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« Reply #122 on: February 11, 2009, 11:52:15 AM »

If you would be able to link to those tutorials I would be a happy man.
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« Reply #123 on: February 11, 2009, 03:11:22 PM »

It's quite tricky to debug since with the IDE running there isn't enough heap to run the game Huh? Still, it was vintage bugfixing fun Smiley

Maybe you can try to install TP in a VM using the free VMware player.  Here is a FreeDOS vm appliance to start you off: http://www.vmware.com/appliances/directory/378

Good luck!
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« Reply #124 on: February 12, 2009, 08:52:53 AM »

If you would be able to link to those tutorials I would be a happy man.

http://innovativegames.net/blog/xna-game-engine-tutorial-series/

Enjoy Smiley
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« Reply #125 on: February 14, 2009, 04:54:26 PM »

I'm a very happy programmer right now. Smiley
I've begun my transition from MMF2 to Flash and so far I havent had much actual progress, but I've been reading up on different functions I know I'll need and hacking away at some tutorials.

All I need now is a printed reference of AS3 (my internet connection is slow Sad )
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« Reply #126 on: February 15, 2009, 01:17:54 AM »

You can download a zip of the Flex AS3 reference from somewhere on their website.
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« Reply #127 on: February 15, 2009, 07:52:03 AM »

You can download a zip of the Flex AS3 reference from somewhere on their website.
Link for the Flex AS3 website?
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« Reply #128 on: February 15, 2009, 08:23:29 AM »

I'm reasonably happy at the moment; was fiddling about with OpenGL trying to get the camera to display SOMETHING, as one inevitably does at the start of every 3d project...should be plain sailing from here, heh.
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« Reply #129 on: February 15, 2009, 10:38:39 AM »

You can download a zip of the Flex AS3 reference from somewhere on their website.
Link for the Flex AS3 website?

http://www.adobe.com/devnet/actionscript/
The 6MB zip download link serves one nicely.

Stephen: I know exactly what you're talking about. Oh, the relief of finally seeing a white (or textured, as it were) triangle on black background...
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Will Vale
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« Reply #130 on: February 15, 2009, 12:35:37 PM »

trying to get the camera to display SOMETHING, as one inevitably does at the start of every 3d project...

I think that "time to first triangle" is an important development metric, much like "seconds to crate" is for FPS quality Smiley

I remember doing an integration at a client site wrestling their camera spec into our camera spec so we could render their view. Nothing visible at all until after a day or so we turned the monitor brightness up and saw a black triangle right in the middle of a very dark blue background!
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« Reply #131 on: February 15, 2009, 12:47:30 PM »

I remember doing an integration at a client site wrestling their camera spec into our camera spec so we could render their view. Nothing visible at all until after a day or so we turned the monitor brightness up and saw a black triangle right in the middle of a very dark blue background!
hah hah hah hah hah
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« Reply #132 on: February 17, 2009, 12:43:34 AM »

I just took a few days to add ogg-vorbis integration to my sound mixer code and it works!  And then I fixed this acky interpolation issue by accident by learning the Windows call to enable VSYNC: wglSwapIntervalEXT(1).  Finally things are starting to shape up. so what, my game might be stuck rendering at 60 fps, it looks hella better than it did before, and it's only 2D anyway.

It's interesting to read the fervor over Lua a while back. I compiled some Lua examples today as well, and I guess I am wondering where you all think the advantages lay, (when you're dealing with a C++/opengl style engine)?  For instance, why not write enemy AI in straight C instead of Lua?  Is the advantage merely because you can configure multiple enemies in a loadable environment instead of having to re-compile or is it something more profound?
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« Reply #133 on: February 17, 2009, 03:17:01 AM »

It's interesting to read the fervor over Lua a while back. I compiled some Lua examples today as well, and I guess I am wondering where you all think the advantages lay, (when you're dealing with a C++/opengl style engine)?  For instance, why not write enemy AI in straight C instead of Lua? 
The support for coroutines is pretty nice, for one.  Boost has a coroutine library as well, but, well, it's not exactly straight-forward to use.

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Is the advantage merely because you can configure multiple enemies in a loadable environment instead of having to re-compile or is it something more profound?
Don't underestimate the importance of this!
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« Reply #134 on: February 17, 2009, 11:52:10 AM »

hurrah, fixed a quirky gui bug that was annoying me.  however, i'm not sure I have everything covered; still more bugs might pop up at some point (the code has passed a certain complexity threshold; I doubt I'll ever have a proper comprehension of it, but thankfully I seem to be able to navigate through it without too many problems...).
« Last Edit: February 17, 2009, 12:03:54 PM by stephen lavelle » Logged
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« Reply #135 on: February 17, 2009, 02:12:15 PM »

On Sunday I decided to learn Python. I have no coding experience save rudimentary HTML.

Hello World: check.
Everything Else: not so much.

But I think I'm happy!
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« Reply #136 on: February 17, 2009, 05:54:13 PM »

I'm happy because this thread is growing at a much faster rate then the grumpy version.
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« Reply #137 on: February 17, 2009, 08:55:17 PM »

I'm happy

i'm happy you're happy  Wizard Hand Thumbs Up Right
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« Reply #138 on: February 19, 2009, 02:23:35 AM »

Decided I'd try and make an engine without using tutorials, see how far I get. Worked out a vague plan  Grin Now to expand upon it....
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« Reply #139 on: February 19, 2009, 07:32:43 AM »

Decided I'd try and make an engine without using tutorials, see how far I get. Worked out a vague plan  Grin Now to expand upon it....
I'm doing basically the same thing with ASCIIPortal right now. Not because I don't want a tutorial, but because one basically doesn't exist.
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