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iarwain
@iarwain
well, as least let's put it this way: I can't think of any limitations that would prevent you from doing that
custom shaders are supported natively and are data driven
Tauntty
@TaunttyDev_twitter
love data driven
great stuff it is
iarwain
@iarwain
the render pipeline is very flexible (data driven, again), and can be entirely modified at runtime
so it's easy to add new viewports, do offscreen rendering or even use multiple render targets (MRT)
Tauntty
@TaunttyDev_twitter
sounds good
iarwain
@iarwain
there are a few examples in the wiki, including this one: https://wiki.orx-project.org/en/tutorials/community/iarwain/compositing
both screenshots were taken with the same code, only the data was different (including particle emitters, etc)
to illustrate the data driven approach, this video, part of a series we started doing recently-ish, might give you an idea of what to expect: https://www.youtube.com/watch?v=o_Tf4aDwXKk
Tauntty
@TaunttyDev_twitter
cool, thanks for the help :)
iarwain
@iarwain
my pleasure, don't hesitate if you have any questions :)
Tauntty
@TaunttyDev_twitter
Well just to help me with this engine, can you point me in the direction about pixel simulation/"sand game"/Pixel physics??
iarwain
@iarwain
You'll have to look into's Liquidfun's particle system. This part currently isn't data driven (there was a branch over 4 years ago with some work for that, but it never got finished and its author isn't active here anymore so I closed it a few months ago). You'll have to check directly inside Liquidfun's documentation to see how it works.
You can then achieve the rendering part with a shader or by modifying a texture manually at runtime (I'd recommend the shader approach though)
Something similar to the tilemap shader that has been discussed on the forum here: https://forum.orx-project.org/discussion/9088/grid-mining/p1
However instead of tiles, you'd have a much smaller grain
Maybe the texture update approach might be the easiest to test first though.
In any case, the first step would be the simulation itself, and I'm afraid I've never used it myself.
I could push the old branch back to github if you want to have a look at how it was integrated. (Note that it's still part of the hg repository if you clone that one from bitbucket or sourceforge)
iarwain
@iarwain
The Liquidfun headers can be found at extern/LiquidFun-1.1./include/Box2D/Particle
Tauntty
@TaunttyDev_twitter
ooo, lots of stuff to read, thank you :)
iarwain
@iarwain
np! I've never dug into that part myself, but if you have questions maybe someone else might be more knowledgeable than me :)
Tauntty
@TaunttyDev_twitter
ill start off with reading it all then ill go bouncing around in here XD
iarwain
@iarwain
sounds like a plan! :)
Tauntty
@TaunttyDev_twitter
thanks for the help so far :)]
iarwain
@iarwain
as it's 4AM, I'm going to go bet some rest, enjoy your reading!
my pleasure!
Sausage Johnson
@sausagejohnson
@TaunttyDev_twitter I'll add that into the doc too. Forgot about permissions.
Sausage Johnson
@sausagejohnson
@TaunttyDev_twitter I'll be interested to know if you get the same permission error with a generated project using Init.
naroin
@naroin
hi there
i would like to write log files and screenshots where it is possible to do, so in something like orxFile_GetApplicationSaveDirectory
is it possible to configure log system and screenshots to this?
iarwain
@iarwain
hello!
the screenshots are using the directory specified in [Screenshot]->Directory
so you'll simply have to update it in config with the path you want
for the log, you can call orxDEBUG_SETLOGFILE
naroin
@naroin
ok, perfect
is it not possible to set in ini files ? (with some sort of %AppSaveDir% ?)
iarwain
@iarwain
no, but you can do it in your init function
or you could add a command for it and call it from your config file
but there's no command for it in orx at the moment
naroin
@naroin
ok, no problem, thanks !
iarwain
@iarwain
@naroin if you sync to latest, you can now do:
[Screenshot]
Directory = % File.GetApplicationSaveDirectory DStroy2/Screenshots
image.png
naroin
@naroin
i didnt ask for it, but thanks a lot, you're very fast :)
iarwain
@iarwain
you don't have to ask for it to happen, if I think it's worth it, I'll add it anyway :)
Karim Ahmed
@kariem2k
the new init script is a blast. 2 seconds and you have a configured project without any problems. Great work!
iarwain
@iarwain
@kariem2k I'm glad you appreciate it! Also nice to see you around. :)