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  • Dec 04 2017 17:01
    deathbeam closed #30
  • Aug 18 2017 22:00
    columna1 opened #38
  • Jan 15 2017 16:39

    deathbeam on gh-pages

    Delete CNAME (compare)

  • Mar 14 2016 21:10
    Capital-EX closed #36
  • Mar 09 2016 20:44
    darmie closed #37
  • Mar 09 2016 19:58
    darmie opened #37
  • Jan 12 2016 02:17
    Capital-EX opened #36
  • Sep 16 2015 07:13
    deathbeam commented #11
  • Sep 16 2015 07:11
    bonganiklaas commented #11
  • Sep 14 2015 18:44

    deathbeam on gh-pages

    New console API (compare)

  • Sep 14 2015 18:19
    deathbeam reopened #11
  • Sep 14 2015 18:19
    deathbeam commented #11
  • Sep 14 2015 18:14

    deathbeam on gh-pages

    Updated docs (compare)

  • Sep 14 2015 18:08

    deathbeam on master

    Added console Merge branch 'master' of https:… (compare)

  • Sep 14 2015 16:45
    bonganiklaas commented #11
  • Sep 14 2015 07:55

    deathbeam on master

    Update the rockspec with actual… (compare)

  • Sep 14 2015 07:32

    deathbeam on gh-pages

    Update index.html (compare)

  • Sep 14 2015 07:31

    deathbeam on gh-pages

    Update style.css (compare)

  • Sep 13 2015 18:23

    deathbeam on gh-pages

    Update index.html (compare)

  • Sep 13 2015 17:26

    deathbeam on master

    Fixed Lua only projects (compare)

Benjamin Stanley
@HeadClot
Yep
Tomas Slusny
@deathbeam
I created gist how kaizo will be working: https://gist.github.com/deathbeam/4d022f5de4519bdded3b
Benjamin Stanley
@HeadClot
ok
Tomas Slusny
@deathbeam
actually everything there is working in current state
Benjamin Stanley
@HeadClot
Oh very cool. :)
Tomas Slusny
@deathbeam
I just do not added functions to actually build something :D but dependency management works already
and I have prepared the compile function, I just need to pass it to lua from C#
Benjamin Stanley
@HeadClot
:)
Tomas Slusny
@deathbeam
I finished task integration in Kaizo and added build task. It is working great and it is super fast :D https://gist.github.com/deathbeam/4d022f5de4519bdded3b
Tomas Slusny
@deathbeam
Sorry for not being active lately, I am working still on that build engine for C# so I will be able to add tons of new platforms support to Yae :)
Benjamin Stanley
@HeadClot
Hey No problem @deathbeam :)
Tomas Slusny
@deathbeam
Hmm I decided that I will probably stick to Java until new cross-platform .NET comes out. So now I am going to work hard on engine to actually finish it :smile:
Benjamin Stanley
@HeadClot
Ok
Tomas Slusny
@deathbeam
Started documenting the graphics module and also simplified some parts of the loading screen. And, site header also got new look: https://yae.io/
Joseph Hager
@ajhager
That is great to hear!
Tomas Slusny
@deathbeam
Added new demo to yae-examples: Planets
And here is also screenie of new loading screen: Loading screen
Tomas Slusny
@deathbeam
It is in Lua, because Yae needs also some Lua examples when I finally perfected support for it :smile:
Tomas Slusny
@deathbeam
Oh that images aren't public, sorry then here is the folder: https://www.dropbox.com/sh/6iqilewkr8cvi3s/AAAuXNj4NGLr_5ywUhKvf7S7a?dl=0
Tomas Slusny
@deathbeam
I tried MonoGame and C# and the effort to make cross-platform thing with it and from command-line is almost not worth the platform support. But I think that I will look into it again soon. MonoGame is cross-platform, but do not have real cross-platform unified APIs as LibGDX have. I also tried to look at Haxe and OpenFL, and OpenFL is just not very good at things. But it can be done and it is doable, so I think rather than porting Yae to C# in future, I will port it to Haxe and OpenFL :)
But that is future, right now I want to focus to atleast fully support current platforms (Windows, Linux, Mac, iOS, Android and Ouya). Also, I looked at other engines, and most of them have same platform support as Yae, so I think it is great that I alone managed what big teams of developers did. Of course, they have also custom IDEs for their engines, but isn´t Sublime and Yae plugin for it enough? :smile:
Tomas Slusny
@deathbeam
I am thinking about adding also CLI debugger to Yae. What dpo you think? https://github.com/slembcke/debugger.lua
Tomas Slusny
@deathbeam
But I am not sure how it will be working with Yae compiler (MoonScript to Lua to Java) :worried:
But things like debugger are really important even for simple game engine like this. I am not sure if I will ever manage to add normal IDE debugger, but for console maniacs like me CLI debugger is awesome thing :smile:
Tomas Slusny
@deathbeam
hmm debug library is for some reason not working in LuaJ (maybe because of compiling to Java bytecode) so I cannot even use debug.sethook. So no debug library for Yae :/
But I added console module, because io.read and io.write wasnt working, so here it is: https://yae.io/doc/modules/yae.console.html
Gianmichele Mariani
@Gianmichele
For Haxe this is a really nice framework and toolkit
http://luxeengine.com/docs/
http://http://snowkit.org
Tomas Slusny
@deathbeam
Yes, I tested Luxe, but it cannot cross-platform build native desktop apps. So you cannot build native windows exe from mac etc etc. So, if I will switch to Haxe, I will use OpenFL. I also found pretty good Lua library for Haxe: https://github.com/MattTuttle/hx-lua. As I was searching for it, there is almost non-existing support for scripting in Haxe, which is really weird.
Ricardo Gomes
@desk467
in future, yae will use openfl ? awesome :smile:
Miraculous Ladybugreport
@PeyTy
What is 'scripting' in a modern world anyway? Just Lua(jit) and JavaScript (as I see it)
And all those visual blockys prugramis
You may conside NME too!
(at least as an option)
Tomas Slusny
@deathbeam
@desk467 Probably, but then I would also need to change entire scripting thingies, so I will probably replace it with Raxe. But then it will be totally different project. So I think yae will stay like this and I will make another version named yae-raxe with same API but it will use my Haxe syntax (Raxe)
Ricardo Gomes
@desk467
got it
Brayden Banks
@bb010g
Why does https://yae.io/doc/modules/yae.graphics.html only show the arc function on it?
Tomas Slusny
@deathbeam
Oh, because rest of documentation for it is not finished yet
You can find all supported graphics functions here: https://github.com/nondev/yae/blob/master/src/yae/graphics.moon
starting at line 268
Hendrik Mans
@hmans
Yae <3
Kozax
@sKozax
Hello! I just found out about YAE and I was wondering, how easy is it to implement ads in andoid and ios games?
Maxime Mangel
@MangelMaxime
Hi guys, on some post and in the issue of Github. I saw that a GUI system was existing a while ago. As it been removed ?
Maxime Mangel
@MangelMaxime
Hello, another question. Is the quad and drawq working ? I got some very weird behavior. I am probably doing something wrong. Here is the repo for testing the code.
Line 40 and 41 are the lines causing me problems.
:)
Maxime Mangel
@MangelMaxime
Hello, no one can help me ? (I continue to search on my side but still stuggle with this case)
Tomas Slusny
@deathbeam
Yes the GUI system was removed. Hmm I put this project on hold, probably going to rework it in progamming language on what I am working on what is truly cross platform (works totally everywhere :D) but first I need to finish that language
Brayden Banks
@bb010g
Oh dear, NIH syndrome
Tomas Slusny
@deathbeam
@bb010g Better portfolio = better job. It is not like I am thinking that I am doing things better, I am just doing them different
Gary
@ggspringer
Has development on YAE ended?