Good choice. Sleep can suck it
Sent from my SM-N920R7 using Tapatalk
Good choice. Sleep can suck it
Sent from my SM-N920R7 using Tapatalk
Sleep is for the weak!
Iām glad you see it this way. Would love to see you get to the client implementation.
Sleep can take a dirt nap. Hah!
Nice work mate
Still finishing up implementing the built-in functions/variables. Itās going well, after some stupid mistakes earlier today. Overall itās really starting to feel like a script engine instead of some halfassed thing. It was pretty neat to throw in essentially a āprintā function for the language and see it in action with various logic involved.
A means of triggering events is really all I can think of that remains, and that shouldnāt be complicated at all. After that, a ton of testing. Assuming nothing major pops up during testing, I can see being able to move past the script engine very soon, finally.
Iād take some screenshots, but itās nothing spectacular. Just some scripts doing what youād expect. If only I could convey the complexity behind it, though.
Edit: The built-in functions/variables are done, at least for now. I definitely didnāt add all of them yet, but enough for a proof-of-concept. Moving on to events. Almost. FUCKING. DONE!
Edit 2: Well that was absurdly easy for a change. Events are done. Starting the extensive testing now.
Testing is still underway on the completed scripting engine. Iāve encountered a few issues that have been resolved, but nothing major yet, luckily. Itās looking good for being able to move on to graphical stuff!
Edit: Iām going to allow my usage of the script engine as the client progresses to be the remaining script engine testing. All of what I did test is functioning as expected, including a lot of complex things that surprised me. So this is the āclientā officially starting development, if you consider the script engine a separate entity.
Not too much done, as Iāve been busy with other stuff. I have 4 days off starting Thursday. Iām going to try to get the rendering framework done and get a working editbox control completed at least.
Hereās the clientās first screenshot, and itās amazing!!!
[ATTACH=CONFIG]n185288[/ATTACH]
Thatās right. A red screen. Itās being rendered by Direct3D 11, though! All I had time to do was learn the initialization process for Direct3D 11 so far. More to come.
Just making an image appear is already much work. I appreciate that.
For the name, havenāt you suggested Grawl in the past?
Code Yaar Engine! Like a pirate, hack, even Growling. Still a throw back, but unique and kinda neat lol.
Nice work though.
we all already know his game will be called ācup onlineā
lol XD
hosler u so zany
Was just thinking that if you get to a point where you want to start working on loading levels, maps. I would happily build a world for you. Perhaps add Tiled support or something to that effect - just thought I would mention it.
i can also toss you the algorithm for reading nw files if you wanna support those levels too
It should support Tiledā¦ it didnāt look too hard back in the days when I was trying to implement that. Trying, yes, but Iām certain codr would succeed without too much effort.
That will come after the basic UI components. A UI has to come first for logging in and server selection. My plan was to not only convert levels to the new format used by this engine, but also attempt a script converter. Level conversion is guaranteed, but the script thing may not work well, depending on how the client interfaces with the script engine for displaying images, handling NPCs, etc.
What do you think I am? A novice?! Iāve had that done for a long time, from back when I was playing around with the idea of an engine.
Ah, nice to hear. Would layers - tile layers e.g tiles that can utilize transparency and block, the same, but non blocking, etc - be supported at some point and building upon the converted levels / adding layers on top.
If so, I might consider building out this little project/server/messing thing of mine with that in mind and possibly work on customizing the tileset more.
Iām not sure script conversion would be such a big deal. I read through your docu before on the scripting engine and it looks a lot nicer to work with then GS1, but thatās just my opinion lol. Really nice work on that btw.
Yes. Tile layers and animated tilesets, though the animated ones may be constrained in size. Iām not sure yet
However, I wouldnāt suggest basing anything off of this project. Historically Iāve been very bad at keeping up with the work on it.
Nice, sounds cool.
Understandable. Well, I hope you do continue this project as itās looking like an interesting prospect.
I havenāt gotten much done like I planned. Iāve been busy with life the majority of the past two days. I have learned enough about Direct3D 11 at this point to match what I previously knew with Direct3D 9, though. Iāve also learned how to use DirectWrite for text so that I can start on the editbox control. (And DirectWrite is amazing. Iām so glad I donāt have to use my own text renderer that I created a long time ago, because it wasnāt ideal.)
For those unaware, Direct3D is actually used to render pairs of triangles on the screen to form rectangular images in 2D rendering. Thatās why itās necessary. Iām not trying to do 3D anything here.
It looks like DirectWrite (text renderer by Microsoft) may not be the right choice for the engine, so Iāve updated the text renderer I created a while ago. Luckily it worked without many updates, so thatās mostly done now. I also realized the overall functional differences between Direct3D 9 and 11 werenāt as significant as it seemed, so I was able to reuse a lot of the code I had created in the past for rendering in general. Thatās sped up the process a lot. I donāt have any screenshots to show still, but it wonāt be long.
Awesome manā¦ this sounds like your project is likeā¦ 70% done?