1 Jun 2011 01:47
1 Jun 2011 01:59
SVN: james/4372 Convert doloadgame into a sub.
<subversion <at> HamsterRepublic.com>
2011-05-31 23:59:32 GMT
2011-05-31 23:59:32 GMT
james 2011-05-31 16:59:32 -0700 (Tue, 31 May 2011) 253 Convert doloadgame into a sub. Pass the save slot as an argument insted of in "temp" Move the prepare_map call that always followed doloadgame inside doloadgame Move the after-save cleanup of broken vehicles into doloadgame Clean up for option explicit --- U wip/game.bas
1 Jun 2011 02:22
SVN: james/4373 Move some module-level code to new reset_game_final_cleanup() sub
<subversion <at> HamsterRepublic.com>
2011-06-01 00:22:51 GMT
2011-06-01 00:22:51 GMT
james 2011-05-31 17:22:51 -0700 (Tue, 31 May 2011) 66 Move some module-level code to new reset_game_final_cleanup() sub --- U wip/game.bas U wip/game_udts.bi
1 Jun 2011 06:24
SVN: james/4374 Add commands for creating and manipulating ellipse slices
<subversion <at> HamsterRepublic.com>
2011-06-01 04:24:20 GMT
2011-06-01 04:24:20 GMT
james 2011-05-31 21:24:20 -0700 (Tue, 31 May 2011) 58 Add commands for creating and manipulating ellipse slices --- U wip/docs/plotdict.xml U wip/docs/plotdictionary.html U wip/plotscr.hsd U wip/testgame/slicetest.hss U wip/testgame/slicetest.rpg U wip/whatsnew.txt U wip/yetmore.bas
1 Jun 2011 08:46
Re: Proposals: Vector and Matrix math, Per-vertex computations
Ralph Versteegen <teeemcee <at> gmail.com>
2011-06-01 06:46:46 GMT
2011-06-01 06:46:46 GMT
On 1 June 2011 05:06, James Paige <Bob <at> hamsterrepublic.com> wrote: > On Sat, May 28, 2011 at 10:33:01PM +1200, Ralph Versteegen wrote: >> Would like to stress again that we should retrofit the existing >> backends... or actually, probably just gfx_sdl, I'm not sure anyone >> actually uses gfx_fb or gfx_alleg. Speaking of which, would it be >> possible to get download stats of the alternative backend nightlies? > > My web host was configured to only keep logs for 7 days. I changed it to > log for 30 days so we can get a better picture of this (in a month) > > based on the week I have logged now, and filtering out all the > robot/spider hits, we have... no alternate backend downloads in the last > week: > > 1 /ohrrpgce/nightly/ohrrpgce-wip-win-installer.exe > 5 /ohrrpgce/nightly/ohrrpgce-source-nightly.zip > 6 /ohrrpgce/nightly/hspeak-win-nightly.zip > 21 /ohrrpgce/nightly/ohrrpgce-wip-default.zip > 21 /ohrrpgce/nightly/ohrrpgce-wip-fb-sdl-debug.zip > > I was rather surprised by that last one, because that file does not even > exist anymore! Turns out that it was still linked from > http://hamsterrepublic.com/ohrrpgce/GDB_on_Windows.html (which I > just fixed) > > That page is the top result for "gdb windows" on all three of google, > bing, and yahoo > > I have the sudden urge to proofread that page...(Continue reading)
1 Jun 2011 09:11
SVN: teeemcee/4375 Include gdb scripts in nightly debug builds, because the wiki refers to
<subversion <at> HamsterRepublic.com>
2011-06-01 07:11:28 GMT
2011-06-01 07:11:28 GMT
teeemcee 2011-06-01 00:11:27 -0700 (Wed, 01 Jun 2011) 343 Include gdb scripts in nightly debug builds, because the wiki refers to them. However, they probably aren't all that useful, because they don't automatically save all that spam they generate to a file (I had long ago tried to, but each new version of gdb has major changes, and the scripting support is pretty bad. So maybe it's now possible) --- U wip/distrib-nightly-win.bat
1 Jun 2011 17:06
SVN: jay/4376 Adding fixed point integers, surface definition, and a software rasteriz
<subversion <at> HamsterRepublic.com>
2011-06-01 15:06:54 GMT
2011-06-01 15:06:54 GMT
jay 2011-06-01 08:06:54 -0700 (Wed, 01 Jun 2011) 136 Adding fixed point integers, surface definition, and a software rasterizer for arbitrary quad(concave or convex) and triangle rendering. --- A wip/fpInt.h A wip/rasterizer.cpp A wip/rasterizer.h A wip/surface.h
1 Jun 2011 17:37
Re: Proposals: Vector and Matrix math, Per-vertex computations
James Paige <Bob <at> HamsterRepublic.com>
2011-06-01 15:37:20 GMT
2011-06-01 15:37:20 GMT
On Wed, Jun 01, 2011 at 06:46:46PM +1200, Ralph Versteegen wrote: > On 1 June 2011 05:06, James Paige <Bob <at> hamsterrepublic.com> wrote: > > On Sat, May 28, 2011 at 10:33:01PM +1200, Ralph Versteegen wrote: > >> Would like to stress again that we should retrofit the existing > >> backends... or actually, probably just gfx_sdl, I'm not sure anyone > >> actually uses gfx_fb or gfx_alleg. Speaking of which, would it be > >> possible to get download stats of the alternative backend nightlies? > > > > My web host was configured to only keep logs for 7 days. I changed it to > > log for 30 days so we can get a better picture of this (in a month) > > > > based on the week I have logged now, and filtering out all the > > robot/spider hits, we have... no alternate backend downloads in the last > > week: > > > > 1 /ohrrpgce/nightly/ohrrpgce-wip-win-installer.exe > > 5 /ohrrpgce/nightly/ohrrpgce-source-nightly.zip > > 6 /ohrrpgce/nightly/hspeak-win-nightly.zip > > 21 /ohrrpgce/nightly/ohrrpgce-wip-default.zip > > 21 /ohrrpgce/nightly/ohrrpgce-wip-fb-sdl-debug.zip > > > > I was rather surprised by that last one, because that file does not even > > exist anymore! Turns out that it was still linked from > > http://hamsterrepublic.com/ohrrpgce/GDB_on_Windows.html (which I > > just fixed) > > > > That page is the top result for "gdb windows" on all three of google, > > bing, and yahoo > > > > I have the sudden urge to proofread that page...(Continue reading)
1 Jun 2011 18:26
Re: Proposals: Vector and Matrix math, Per-vertex computations
Jay Tennant <hierandel8 <at> crazyleafgames.com>
2011-06-01 16:26:10 GMT
2011-06-01 16:26:10 GMT
Just a recap on the proposal. From the discussions, it's clear the proposal was trying to cover too much ground with hardware acceleration _and_ per-vertex computations. So the objective has been narrowed to only per-vertex transforms, using a software rasterizer to render the quads. The rasterizer (aside from alph-blending) is nearly complete, though with a lack of any testing. I'll be finishing that up within a week. What this affects: Frame rendering and slices. What is not affected any longer: backends. They won't need to change at all since the rasterization is in software. A separate proposal will seek hardware accelerated rendering. What needs to be figured: _how_ to integrate this new rendering method into the already present sequence. I think slices can actually be left alone until we're ready to start testing scaling and rotation. Frame drawing will need to change... and I think that's it to get things started. Also, I'm thinking of making the vectors and matrices use fixed point integers (16-bit unsigned decimal, 16-bit signed whole). Any thoughts about that?(Continue reading)
1 Jun 2011 18:34
Re: Proposals: Vector and Matrix math, Per-vertex computations
James Paige <Bob <at> HamsterRepublic.com>
2011-06-01 16:34:36 GMT
2011-06-01 16:34:36 GMT
On Wed, Jun 01, 2011 at 09:26:10AM -0700, Jay Tennant wrote: > Just a recap on the proposal. From the discussions, it's > clear the proposal was trying to cover too much ground > with hardware acceleration _and_ per-vertex computations. > So the objective has been narrowed to only per-vertex > transforms, using a software rasterizer to render the > quads. > > The rasterizer (aside from alph-blending) is nearly > complete, though with a lack of any testing. I'll be > finishing that up within a week. How is the visual quality so far? low-resolution pixel art is notorious for un-pretty results when rotating. > What this affects: Frame rendering and slices. > > What is not affected any longer: backends. They won't > need to change at all since the rasterization is in > software. > > A separate proposal will seek hardware accelerated > rendering. > > > What needs to be figured: _how_ to integrate this new > rendering method into the already present sequence. I > think slices can actually be left alone until we're > ready to start testing scaling and rotation. Frame > drawing will need to change... and I think that's it to(Continue reading)
RSS Feed