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  • Mar 06 2019 00:36
    khogeland commented #39
  • Mar 05 2019 08:24
    Zireael07 commented #39
  • Mar 24 2018 17:16
    JohnAD commented #36
  • Mar 24 2018 01:16
    JohnAD commented #36
  • Aug 25 2017 07:37
    khogeland commented #39
  • Jul 30 2017 14:48
    AjBreidenbach commented #33
  • Jul 05 2017 01:00
    zacharycarter commented #39
  • Jun 27 2017 19:28
    TomAshley303 commented #29
  • Jun 27 2017 19:21
    TomAshley303 edited #39
  • Jun 27 2017 19:09
    TomAshley303 opened #39
  • Jun 07 2017 17:51

    zacharycarter on master

    Updating bgfx and bx. (compare)

  • Jun 02 2017 15:44

    zacharycarter on master

    Lots of fixes to examples, 3d e… (compare)

  • May 30 2017 16:23
    zacharycarter commented #38
  • May 30 2017 16:23
    zacharycarter closed #38
  • May 30 2017 14:18
    rosshadden closed #11
  • May 30 2017 10:19

    zacharycarter on master

    More shader fixes. (compare)

  • May 30 2017 10:17

    zacharycarter on master

    Fixing dx9 shaders. (compare)

  • May 30 2017 10:15

    zacharycarter on master

    Adding dx9 shaders again. (compare)

  • May 30 2017 04:07

    zacharycarter on master

    Forgot to remove assimp import. (compare)

  • May 30 2017 04:00

    zacharycarter on master

    Removing more model stuff tempo… (compare)

AjBreidenbach
@AjBreidenbach
oh, so was the parser already finished?
Tail Wag Games
@zacharycarter
I only implemented JSON support
a full TMX parser would be ideal I think
AjBreidenbach
@AjBreidenbach
have you ever thought about loading stuff like maps or fonts into the binary
I saw there was some font data stored in the source files, but you could have that loaded at compile time from an external file
or the user could specify fonts to be compiled into the binary
Tail Wag Games
@zacharycarter
interesting idea but no I hadn't
King of Oz
@kingofoz
I see.
Thanks @zacharycarter
Tail Wag Games
@zacharycarter
Np @kingofoz
@AjBreidenbach what zengine really needs right now is more examples ported from raylib
I guess I'll start doing that so people have an idea of how to use the engine
Tail Wag Games
@zacharycarter
got nuklear wired in
Screen Shot 2017-08-05 at 9.32.04 PM.png
Clay Sweetser
@Varriount
is it me, or is the 3d render set to a rather low resolution?
Tail Wag Games
@zacharycarter
@Varriount hrm not sure I can play around with texture parameters with gl options today and try to achieve better results
Tail Wag Games
@zacharycarter
Screen Shot 2017-08-06 at 6.33.48 AM.png
changed some of the filtering but I still don't think it's as high res as it could be
Valerio Santinelli
@tanis2000
@zacharycarter I'm new to Nim and I just noticed that fragworks is already abandoned. Since I'm on a run to check if Nim can be used for mobile development, do you know if there's any support for iOS?
Tail Wag Games
@zacharycarter
@tanis2000 fragworks is abandoned because I was the only one that ended up working on it. Nim can be used for mobile development and while I don't know of anyone that's done any iOS development w/ Nim I don't see why it couldn't be done
@tanis2000 and mobile support had nothing to do with frag's abandonment, it was too complex of a project for most users to get started with so I opted for a simpler solution - zengine
Valerio Santinelli
@tanis2000
@zacharycarter I checked the Nim compiler and it looks like there's no direct iOS platform support in there. You're probably supposed to generate the C stuff and compile/link it from an Xcode project.. not ideal but doable
Tail Wag Games
@zacharycarter
I'd probably bridge it with something like SDL2
Valerio Santinelli
@tanis2000
yes, sdl2 is a must have
actually if you have sdl2+opengles support you're good to go with most platforms
Tail Wag Games
@zacharycarter
yup!
I actually think there is aproject that supports iOS - NimX / and I imagine yuri's game engine rod supports iOS as well
Valerio Santinelli
@tanis2000
I've been thinking about porting my own proprietary C++ engine to Nim as an exercise to see how it performs but I want to make sure I can run stuff on iOS/Android before moving further
nimx says that it's supported but there's no reference to iOS anywhere in the project .. just conditionals here and there
Tail Wag Games
@zacharycarter
not sure how relevant any of this is I'm just sharing as I'm coming across it
I think you could manage to get it working as long as you leverage SDL2
and if you have any questions I'd help answer / others would too
I'd definitely lean on the side of it being possible and encourage you to do it :D Nim is a great language and beats the pants off of C++ if you ask me
Valerio Santinelli
@tanis2000
I still need to read more about Nim. I managed to port most of my code to Rust and that was painful.
Tail Wag Games
@zacharycarter
I think you'll find quite the opposite with Nim
it's quite an enjoyable language to program in - for the most part. It has its warts, but it's low friction with high productivity
Valerio Santinelli
@tanis2000
Nim looks like a middleground between Rust and scripting. If it's actually as fast as C as it's said in the docs and if it can be cross compiled to mobile and desktops then it's worth a try
Tail Wag Games
@zacharycarter
yeah I've definitely cross compiled to android
and while that was painful because of the NDK it worked
I didn't ever try iOS because there was a bug with the bgfx lib I was using, sdl2 and iOS
Valerio Santinelli
@tanis2000
sdl2 and iOS work fine.. I've been using that for years
Tail Wag Games
@zacharycarter
yeah I'd just build a small prototype to start I guess, and I could help with that if you'd like
Valerio Santinelli
@tanis2000
yeah I'm checking rod to see if there's any pointer at the iOS stuff.. next step is just a simple sdl2 app and trying to compile for iOS :)
Tail Wag Games
@zacharycarter
:)
Valerio Santinelli
@tanis2000
the build system is pretty much all in there if you're interested in having a look https://github.com/yglukhov/nimx/blob/master/nimx/naketools.nim
it's similar to the way I do the same with CMake or how Haxe based frameworks like OpenFL, Luxe and Kha do.. it's a lot of work unless someone's already on it like Yuri did
Valerio Santinelli
@tanis2000
It took me some effort but I managed to get Nim to compile my stuff for iOS as well
You still have to feed the generated ObjC code to a real Xcode project, but that's not really an issue since you've got to do it anyway for pretty much anything