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Activity
  • Aug 10 22:19
    pushed to orx/orx
    - Automatic update of doxygen docs, triggered by buildbot (compare)
  • Aug 10 22:07
    pushed to orx/orx
    - Added orxObject_GetCurrentAnim(), orxObject_GetTargetAnim() & orxObject_GetAnimFrequency() - Added commands: Object.GetAnim & Object.GetAnimFrequency (compare)
  • Aug 07 02:40
    pushed to orx/orx
    - Minor update of init's templated config (MainCamera -> Camera) (compare)
  • Aug 05 00:19
    pushed to orx/orx
    - Updated premake script used with init to use ORX env var on OSX for non-xcode projects (more portable) (compare)
  • Aug 02 01:59
    pushed to orx/orx
    - String parameters beginning with ( or { are now assumed as vectors/blocks and won't get separated by spaces until all nested levels are closed -> ie. parameters starting with ( or { behave like blocks (albeit with a nested nature) -> log (1, 2, 3) will output (1, 2, 3) not (1, as before -> Object.SetPivot <ID> (0, 0) will work as expected even though the second parameter is of string type and no longer of vector one (compare)
  • Aug 02 01:18
    pushed to orx/orx
    - Updated command Object.SetPivot to accept relative values (literals) (compare)
  • Aug 02 00:54
    pushed to orx/orx
    - Command Object.SetLifeTime now accepts lifetime literals (compare)
  • Jul 17 05:26
    pushed to orx/orx
    - ... and typo in AppVeyor.yml -_- (compare)
  • Jul 17 05:18
    pushed to orx/orx
    - More AppVeyor script fixes (compare)
  • Jul 17 04:06
    pushed to orx/orx
    - Removed VS2013 / Added VS2019 to AppVeyor script (compare)
  • Jul 17 03:27
    pushed to orx/orx
    - Fixed a clipping issue when rendering viewports, introduced a few months ago - Relaxed some asserts in orxViewport_SetRelativeSize() (compare)
  • Jul 16 05:53
    iarwain updated
    Update MinGW32/6.3.0 to MinGW-w64(32/64)/8.1.0
    (In Progress → Pending tutorial/wiki)
  • Jul 16 04:08
    pushed to orx/orx
    - Updated extern to latest version (premake4 with better codelite support) - Updated all premake scripts to support MinGW-w64 with Codelite (compare)
  • Jul 15 23:27
    pushed to orx/orx
    - Fixed codelite & codeblocks configurations in premake scripts (compare)
  • Jul 14 04:24
    iarwain updated
    Add support for VS2019
    (In Progress → Done)
  • Jul 14 04:18
    pushed to orx/orx
    - Fixed VS2019 buildsteps in buildbot script (compare)
  • Jul 13 23:56
    pushed to orx/orx
    - Added VS2019 support - Retired VS2013 support (compare)
  • Jul 13 21:47
    iarwain created
  • Jul 13 21:46
  • Jul 13 08:27
    pushed to orx/orx
    - Updated .extern to use latest dependencies compiled with MinGW-w64 32/64 8.1.0 (Release versions of GLFW/OpenAL) (compare)
Sausage Johnson
@sausagejohnson
But I am very confident that unity can't drive 1920 x 1080 at a steady 60 FPS on lowly N3700 processor. But we will see.
iar-wain
@iar-wain
I'm curious to see the results :)
I'm also going to work on some rendering optimizations, CPU-wise in a short term future
To try to compensate for the power saving issue I've been experiencing on my Samsung Galaxy phone lately
Also, if someone wants to supports the raspberry pi, they could look into writing the 4 required plugins with SDL or alternatively going at the kernel level and check its docs, like https://www.kernel.org/doc/Documentation/input/joystick-api.txt
Sausage Johnson
@sausagejohnson
Ah yes I noticed you mentioning that
on the samsung
iar-wain
@iar-wain
I don't have a rpi 3 and I won't probably be looking into that for quite a while either
Yep, it's the power saving that reduces the CPU frequency/voltage
And then my framerate falls to the mid 40s
Sausage Johnson
@sausagejohnson
Well an rpi3 can be easily arranged
iar-wain
@iar-wain
As soon as I touch the screen, it's back to 60
Ah yes, though the time that goes with it, a bit less ;)
Sausage Johnson
@sausagejohnson
Yes so it's idling up and down to try and save battery life no doubt.
Well maybe it should be a bounty. I'll front up a rpi 3 for whoever wants to take a crack at it.
iar-wain
@iar-wain
I'd like to finish, before the next release in 3 months:
  • new anim system
  • update to glfw 3 + add support for multi-window
  • the render optimization I mentioned earlier
  • add mutex to the threading module
  • add read/write locks as well
  • replace the semaphores with mutexes where it makes sense
  • make the config module thread-safe with read/write locks
I'm not sure it'll all fit :)
I'll keep that in mind then ;)
Sausage Johnson
@sausagejohnson
If I had more experience in some of this I could help out. Though that doesn't stop me picking from the side one one of these to learn.
iar-wain
@iar-wain
Too bad we haven't heard from @nowolfer for a long time as the HTML 5 support is a hot topic as well
Sausage Johnson
@sausagejohnson
Though in the big scheme of things, producing stuff with orx and getting them out there is probably a better contribution.
oh yes html5
iar-wain
@iar-wain
Indeed. The GLFW 3 upgrade is probably the most accessible if you want to take a crack at it.
Sausage Johnson
@sausagejohnson
Is it? More easy to get into and understand?
iar-wain
@iar-wain
Or if you want to add SDL 2 plugins, that'd work too (and you'd get your RPI 3 support at the same time ;) )
I think so.
Sausage Johnson
@sausagejohnson
hmm ok
iar-wain
@iar-wain
They have a nice doc about the differences.
The only issue at first was the lack of support for named keys, they were only using scancodes.
Sausage Johnson
@sausagejohnson
So an sdl2 plugin would be an alternative to use glfw?
iar-wain
@iar-wain
But I think they added that feature as well since.
Yep
Sausage Johnson
@sausagejohnson
gfx one that is
ok
iar-wain
@iar-wain
GFX and inputs
Sausage Johnson
@sausagejohnson
Who's the fastest?
sdl (gfx) or glfw?
iar-wain
@iar-wain
well, we'd need to have both in order to compare :)
back with SDL 1.2, it was GLFW 2.x
but that was a loooong time ago
and SDL didn't support OpenGL natively
Sausage Johnson
@sausagejohnson
I have a bit to read on then. But I have wanted to understand the plugins.
iar-wain
@iar-wain
Well then that's a very good way to do so.
Sausage Johnson
@sausagejohnson
Yes so it it appears the two are competing projects, for gfx and inputs.
iar-wain
@iar-wain
Yep
One focuses on multi-platform, SDL
The other focuses on being lightweight and OpenGL for the big 3 OSes
Sausage Johnson
@sausagejohnson
If SDL is more performant than glfw, then glfw is not worth pursuing. Otherwise it is. Anyway, I'll find out what the state of play is.
iar-wain
@iar-wain
Yep, back then SDL 2 was private and not as open as it is today
I'm focusing on GLFW 2 -> 3 as it's the path of least resistance, but it'd probably be very interesting to have SDL 2, that'd open more doors