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    <01010111> nice
    <Gama11> i didn't say it does, I said it probably should 😛
    <Gama11> but who cares, just activate "format on save"
    <01010111> lol
    <Yanrishatum> I'll say outrageous thing. Just write the code in a way that you don't need to format it, as it already follows codestyle :deccWow:
    <Gama11> format on save actually makes writing the code easier too 😉
    <Guilherme Recchi Cardozo> I prefer to use format on save
    <Guilherme Recchi Cardozo> but I guess none of this options relates to what I'm looking for
    https://cdn.discordapp.com/attachments/501408700142059520/600438435358048268/unknown.png
    <Yanrishatum> sameLine tho
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    <Guilherme Recchi Cardozo> same line policy for non block body of ________
    <Guilherme Recchi Cardozo> I guess that's for when you write and if/else/for/while without braces
    <Yanrishatum> :deccThink: Hm. That's weird that haxe-formatter does not have rules for bracket line-breaks.
    <Gama11> it does...
    <Yanrishatum> Which section tho?
    <Gama11> lineEnds
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    <AlexHaxe> I guess I need to borrow an intern to produce some proper documentation of formatter options...
    <Gama11> I mean, it's really not too hard to figure out if you play around a bit with the auto completion
    <AlexHaxe> yes, but there are just too many options, and most of the time people only really care about curly placement - at least that's what most people search for first
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    <melMass> Does anyone know how to rotate an h3d.scene.pbr.Environment@ Runtime ?
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    <melMass> Also is there any shader use samples ?
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    <melMass> Found my answer about shaders here:
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    <Spitko> Oh boy I'm in macro hell again.
    <Spitko> So I'm getting this little bundle of joy: Type not found : cerastes.articy.ArticyTypeBuilder.Id but it's clearly defined as typedef Id = String; and I reference it elsewhere in the file via cerastes.articy.ArticyTypeBuilder.Id just fine. These are full paths so macro context not having the import shouldn't matter?
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    <Spitko> This is from .toComplex()ing a string though. I wonder if ComplexType can't resolve packages?
    <Spitko> Hmm, nope. Should resolve. toComplex does the right thing.
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    <Spitko> The TPath is TPath({name: Id, params: [], pack: [cerastes,articy,ArticyTypeBuilder]})
    <Spitko> :think02:
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    <Spitko> Worked around it.
    <Spitko> Also had to solve for Articy not actually being case consistent with it's own hecking types
    <Antriel> @Spitko Look at all the props of TPath. pack is just the packages, not the final module, i.e. all lowercase. name is module is the file name, upper case first letter. There's then optional sub, which is Sub is set on module sub-type access: pack.Module.Type has name = Module, sub = Type, if available..
    <Spitko> Huh. If that's the case than toComplex is defective, or at the very least too narrowly defined.
    <Spitko> I'll look more later, I might just not be reading the code properly.
    <Antriel> Would need to see what you are doing, but I haven't had issues with it yet I think. And I do use lot of subs.
    <Spitko> For now working on fixing the remaining bugs and populating all these structures
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    <melMass> Is there a way to debug the colliders (draw them) ?
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    <trth> I don't know of a quick way, no
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    <melMass> Is it normal that hxd.File.browse does not work using HL ?
    <Yanrishatum> What OS? Mac/Linux? Because hxd.File relies on UI lib, which, to my knowledge, is currently Windows Only.
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    <melMass> Mac sorry, yep that's what I thought
    <melMass> thanks
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    <melMass> Are there any plans to support an USD pipeline ?
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    <Yanrishatum> First time heard of it. Answer is most likely - no. Because there is no reason to. I once again feel the need to point out primary thing about Heaps - it's not oriented on community, it's developed by Shiro Games for their own needs. And that means if you want features like support for OBJ models or 2d stuff or any other feature that isn't there but you expect it to be - you're on your own. There may be other people who work on that feature for their own reasons, but it's unlikely, and best thing you can do is implement it yourself and make a PR.
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    <Zyphonic> Heyo, new to heaps/haxe. Running into something odd, Vec2, Vec3, Mat3, Mat4 macros are not being expanding and throwing Type not found : Vec2 on haxe build.hxml.
    ➜  haxe-testing haxelib version
    3.4.0
    ➜  haxe-testing haxelib list
    format: [3.4.2]
    heaps: [1.6.1]
    hlopenal: [1.5.0]
    hlsdl: [1.10.0]
    ➜  haxe-testing haxe -version  
    4.0.0-rc.3+e3df7a4
    ➜  haxe-testing hl -v     
    HL/JIT 1.10.0 (c)2015-2019 Haxe Foundation
      Usage : hl [--debug <port>] [--debug-wait] <file>
    <Zyphonic> build.hxml:
    -main Main
    -lib heaps
    -lib hlsdl
    -hl game.hl
    <Zyphonic> I did a LOT of looking and i think it's something small im not familiar with. maybe someone could spot out what's going on
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    <Rollin'Barrel> @Zyphonic Vec and Mat are only used in shader code (as far as i know)
    h3d.Vector and h3d.Matrix is what you need
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    <Zyphonic> Ah, badass. That explains it. I was seeing those macros in hxsl and was thinking I installed haxe/haxelib/hl wrong. I totally know how to install haxe now
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    <TheMode> Hi, i'm a complete beginenr and have a few questions, firstly when I observed that my fps is always between 200-220 when using hashlink and fixed at 60fps when compiled to html5 (I know that this is normal for web games, but those 200 fps make me wonder)
    How can I remove this limit ?

    Secondly I'm wondering if heaps io can be a good alternative to create a tool (as a website) since it is mainly marketed as a game engine