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  • Jan 02 2019 01:00
    uoitalia commented #466
  • Jan 01 2019 18:58
    ZaneDubya commented #466
  • Jan 01 2019 17:47
    uoitalia closed #466
  • Dec 10 2018 23:09
    nydehi commented #472
  • Dec 10 2018 23:08
    andreakarasho commented #472
  • Sep 24 2018 15:21
    AzRieil opened #473
  • Sep 23 2018 21:02
    AzRieil commented #472
  • Sep 23 2018 15:48
    AzRieil commented #472
  • Sep 23 2018 14:45
    AzRieil commented #472
  • Aug 31 2018 06:59
    PatrikSamuelTauchim commented #472
  • Aug 29 2018 13:18
    AzRieil opened #472
  • Jan 05 2018 09:20
    arthurasrossi commented #471
  • Jan 05 2018 08:47
    msx752 commented #471
  • Jan 05 2018 08:07
    naggie commented #471
  • Jan 04 2018 23:19
    yazeed opened #471
  • Sep 06 2017 00:24
    jorsi commented #376
  • Sep 05 2017 03:01
    jorsi commented #470
  • Sep 05 2017 03:00
    jorsi opened #470
  • Aug 29 2017 01:30
    jorsi opened #469
  • Jul 18 2017 22:58
    msx752 commented #317
Jonathon Orsi
@orsi
Whew. Didn't realize there was so much more work to be done!
Zane Wagner
@ZaneDubya
Text is HARD.
Layout is HARD.
Zane Wagner
@ZaneDubya
And my layout code is a hack. ;) And having a nice interface to edit lines of text - your book gump - has exposed all its rough edges.
Zane Wagner
@ZaneDubya
@jorsi Ok! I think I have it complete!
I'm going to merge.
If it's buggy/broken, please let me know :D
:ship: it!
Aleksandr Denisov
@alerdenisov
Nice done! :smile:
Zane Wagner
@ZaneDubya
Some missing features in #460
Thanks @alerdenisov !
Jonathon Orsi
@orsi
Nice! I'll play around with it this weekend
Zane Wagner
@ZaneDubya
I'm replacing the mouse picking - because @hifi is right, we shouldn't be calling texture.GetData 10s of times per frame.
Toni Spets
@hifi
my approach was to generate a boolean array for hit testing
that particular implementation wasn't pretty but it was fast and worked well enough
Zane Wagner
@ZaneDubya
That was my first solution! Then I got a little over ambitious :P
Zane Wagner
@ZaneDubya
It now stores non-transparent pixels as spans. The performance hit from the extra math is tiny.
Zane Wagner
@ZaneDubya
And the benefit from having all the mouse picking data in one small location is - I assume - a huge improvement ;)
Toni Spets
@hifi
well, the kittens will thank you for not killing them for one
I still probably need to keep the texture conversion hack in place until MG is fixed
will look into syncing UltimaMono again soon
and I find it a bit funny people were like 'fuck yes, let's make UXNA portable!11' in the original issue and not a single person has contributed anything to UltimaMono ;)
Zane Wagner
@ZaneDubya
Lol
It's hard and people are busy!
I was looking at FNA this week. Just a brief overview - not as deep as my dive into MG last year (which was itself only surface level) - but my feeling is that FNA would be easier to move to.
I know FNA is cross compatible with nix and mac. Idk about mobile. One of the huge benefits of MG is iphone/android compatibility.
Not that uxna would take advantage of that.
Valentyn Andrushko
@AimedNuu
You sound u're being active again
Toni Spets
@hifi
@ZaneDubya though FNA isn't supposed to extend XNA but MG is so MG would be the more "modern" target than FNA
Zane Wagner
@ZaneDubya
As I'm reacquainting myself with the codebase after my absence since earlier this year, I'm finding that the code is in need of cleanup in a big way.
#463 is another step in the direction of making the code a lot cleaner.
https://github.com/ZaneDubya/UltimaXNA/blob/master/dev/UltimaGame.cs is now much easier to read - all the cruft has been eliminated or moved to support classes.
I'll continue cleaning up as I have time.
After all the Milestone 0.8 issues are complete, I'll probably do a batch fix of all capitalization, organization, and style issues.
Four big style changes I'm considering:
  • Egyptian brackets throughout
  • Change prefix of private member variables from m_ to simply _
  • Require brackets on single line statements.
  • Soft limit of 120 characters in a single line for 99.9% of statements.
Zane Wagner
@ZaneDubya
And I have some ideas that will hopefully reduce the time spent drawing by a good amount.
Optimizations.
Toni Spets
@hifi
+1 for _members
makes auto-completion also easier
Zane Wagner
@ZaneDubya
@hifi merged your portable TileMatrixData reading PR. Do we need to replace all the methods in NativeMethods?
Or - not replace - I'd rather just make portable versions. But same question.
Toni Spets
@hifi
It was the only method used after I replaced all input handling
Zane Wagner
@ZaneDubya
Ah, ok
My changes SHOULD work on your end. I can't see why they wouldn't. MG should not define WINDOWS on the linux / mac platforms.
Toni Spets
@hifi
I don't know what to do with the input handling just yet
ideally it would have a portable implementation and native implementation(s)
Zane Wagner
@ZaneDubya
Yeah, it's a beast. I spent many days trying to figure out how to handle different culture inputs.
I have no idea how nix handles keyboard<->text input.
Toni Spets
@hifi
where native implementations would be on-par with the windows one and portable some weird keyboard mapping thingy
because I would be just fine with the "portable" one I'm not too eager to go that route yet (native on Linux or Mac)