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:^)
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wat a hell


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« Reply #60 on: January 21, 2013, 06:40:04 PM »

o hi
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R.D.
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Making a game about balls. Yepp.


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« Reply #61 on: January 22, 2013, 10:24:19 AM »

Hey there. looking really nice! I like the code editor and the the overall integration.
Which platforms do you target?
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Impmaster
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Scary, isn't it?


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« Reply #62 on: January 22, 2013, 11:02:38 AM »

He said on the first page that it runs on Windows, Mac, and Linux. Cross-platform!   Waaagh!
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Ivan
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alright, let's see what we can see


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« Reply #63 on: January 22, 2013, 01:06:21 PM »

One feature that I think you should eventually is being able to write C++ projects in the IDE as well

C++ in the IDE would indeed be nice, but it's really way out of the scope of what I am trying to do. Writing a proper C++ IDE with a debugger is in itself a multi-year project that I don't quite want to get involved in Smiley My thought is that if someone is a C++ programmer, they already have their favorite C++ dev environment and they should just use that. The Polycode IDE will most likely always stay Lua-only (or support other scripting languages if they are added) so that I can concentrate on it as a content creation tool and script editor.
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Ivan
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alright, let's see what we can see


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« Reply #64 on: January 22, 2013, 01:27:17 PM »

I mostly use Polycode as a C++ library myself, so don't worry. Every content editing part of the IDE will be useable in a C++ project the same way as in a Lua-based one. I purposefully didn't go the way of script-content integration the way that Unity does and opted for a more manual "get the entity by tag or id and apply your own code to it" way precisely so that entity usage can be the same in Lua and C++. Basically your C++ code wouldn't look any different from your Lua code (API-wise). All you lose by not using the Lua+IDE for code is the one click publishing to other platforms.
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Ivan
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alright, let's see what we can see


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« Reply #65 on: January 24, 2013, 02:18:55 PM »

Yeah, that's the plan. The focus is only on Lua for now, as it is the fastest and easiest to embed language. Once all the Lua stuff is solid and working, I'll consider other languages to add. Most likely Javascript via V8.
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HyperNexus
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« Reply #66 on: January 24, 2013, 02:39:25 PM »

Ivan, you mentioned before about having a browser plugin. Have you thought about using Google's Native Client? I believe there is support for SDL so porting shouldn't be too tricky.
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Ivan
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alright, let's see what we can see


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« Reply #67 on: February 12, 2013, 03:55:12 PM »

Redesigned the Polycode identity and the IDE UI theme to be consistent with it.



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Quarry
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« Reply #68 on: February 12, 2013, 04:06:30 PM »

This is so boss
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Ivan
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alright, let's see what we can see


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« Reply #69 on: February 12, 2013, 11:27:41 PM »

Can you be more specific?
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motorherp
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« Reply #70 on: February 13, 2013, 02:51:45 AM »

I find myself getting more and more excited about this as time goes on .... I'm about ready to explode already  Screamy
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Ivan
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alright, let's see what we can see


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« Reply #71 on: February 25, 2013, 07:14:14 PM »

Just a quick shot of Polycode running on Linux.

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Quarry
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« Reply #72 on: February 25, 2013, 09:11:36 PM »

Is OpenGL used to render, if so how fast is it and does the user have access to OpenGL functions?
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Ivan
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alright, let's see what we can see


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« Reply #73 on: February 25, 2013, 10:23:05 PM »

The renderer is abstracted out, though it's currently implemented in OpenGL on all three platforms. You could theoretically write a DirectX version of the renderer if you so wish, though it uses mostly GL-style semantics.

The Polycode API is designed around a scene graph so that you don't have to deal with rendering code directly unless you really want to, in which case you would subclass an entity's render method and do your rendering there through Polycode's renderer.
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[bk]door.maus
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Remember what the dormouse said: feed your head.


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« Reply #74 on: February 28, 2013, 04:49:39 PM »

I am in love with the concept of this project. The whole thing looks great. The editor looks very professional, as well. If I had Linux installed I would give it a whirl but at the moment I'm stuck on Windows. I patiently await for the IDE to be compilable on Windows (last time I tried [few weeks ago] there were a bunch of small problems that I was unable to resolve).

I look forward to more!
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rivon
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« Reply #75 on: March 03, 2013, 02:06:15 PM »

Ivan, can I draw antialiased shapes easily in Polycode (on all the platforms)? I want to make a game with all the graphics drawn dynamically as shapes (triangles and quads mostly, few rings/circles) and unfortunately I just found out that in SFML antialiasing doesn't work in Linux.
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gianmichele
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« Reply #76 on: March 06, 2013, 05:59:49 AM »

How close are you to releasing? Can I simply build from github?

Thanks,
Gian

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rivon
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« Reply #77 on: March 06, 2013, 07:06:33 AM »

How close are you to releasing? Can I simply build from github?
You can just fine. I built it like two days ago. No problems. (Linux 64bit)
« Last Edit: March 06, 2013, 10:35:42 AM by rivon » Logged
Ivan
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alright, let's see what we can see


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« Reply #78 on: March 06, 2013, 08:54:32 AM »

I am very close to releasing (really trying for next week). You can build from github, but since there is heavy development going on, there is a good chance that something will be broken.
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Dr. Cooldude
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« Reply #79 on: March 16, 2013, 04:42:38 AM »

Redesigned the Polycode identity and the IDE UI theme to be consistent with it.


The new identity is simple, calming and just really beautiful.
I'm excited for the release Smiley
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