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Thread: Luna Game Library - Simple & Elegant Game Programming

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  1. #1
    Fixed in this release:

    • Database type ID where mission in the API binding header
    • Added fix for floating point operation exception

    Added in this release:

    • Allow PolyPoint collision check with a point (suggested by Jon Souter)
    • Added basic physics + example
    • Added scripting support + examples
    • Reorganized the Examples menu into Native and Script sub menus
    • General fixes and improvements
    Last edited by drezgames; 04-11-2017 at 06:30 PM.

  2. #2
    The new examples start fine, but I get something called "Non user breakpoint" if I hit F12 on script examples or drop too many physics items. Again, I'm at work computer without graphics card.

  3. #3
    Quote Originally Posted by Thyandyr View Post
    The new examples start fine, but I get something called "Non user breakpoint" if I hit F12 on script examples or drop too many physics items. Again, I'm at work computer without graphics card.
    Hi, thanks for the report. Rem too it needs a Direct3D compliant 3D video to work property. Are you running the example standalone or from within an IDE with the debugger? I've noticed I get this ever so often when I run in debug mode. The physics run in a background thread and the debugger I think interferes with it somehow and/or I need to check for more areas for thread safety. I found and fixed a few more areas for this release. Still investigating. Again, thanks.

  4. #4
    OK that makes sense. I never had that before. And it is only happens in Debug mode as you said.

  5. #5
    Haha, It just hit me that this engine is obviously an updated version of Hadron. Good to see it make a comeback, I always thought it looked quite promising at the time...

  6. #6
    Quote Originally Posted by Akira13 View Post
    Haha, It just hit me that this engine is obviously an updated version of Hadron. Good to see it make a comeback, I always thought it looked quite promising at the time...
    Hi, thanks. I was able to pull a lot the code over. I could benefit from all the well tested code that had some mileage. The lower-level code is new and all the new features that has been added that I did not get a chance to add before (video, iap, working highscore, physics, the threaded architecture, etc). I'm currently testing an immediate mode GUI system. Hopefully I can get it in a future build.

  7. #7
    *** UPDATE ***
    I removed the IDE stuff, it will be in a separate project.

    What I have planned for next build is to include a stand alone command line compiler (Luna Pascal Compiler), that can create 32 bit EXEs and DLLs. It will use what i'm calling "project directives" to specify project options. This makes the main project source file self subscribing and in keeping with the simple & elegant theme of LGL. The following project options are in and working:

    Code:
    {$REGION 'Project Directives'}
    // Project Directives: General
    {$CONSOLEAPP}                               // Output a console application
    {$MODULEOUTPATH       "path"}               // Output module in bin folder
    {$EXEICON             "iconfile[.ico]"}     // EXE Icon filename
    {$SEARCHPATH          "path1;path2;path3"   // Source Search Paths
    
    
    // Project Directives: VersionInfo
    {$ADDVERSIONINFO}                           // Add VersionInfo below
    {$COMPANYNAME         "Company Name"}       // Company Name
    {$FILEVERSION         "1.0.0.0"}            // File Version
    {$FILEDESCRIPTION     "File Description"}
    {$INTERNALNAME        "Internal Name"}
    {$LEGALCOPYRIGHT      "Legal Copyright"}
    {$LEGALTRADEMARK      "Legal Trademark"}
    {$ORIGINALFILENAME    "Original Filename"}
    {$PRODUCTNAME         "Product Name"}
    {$PRODUCTVERSION      "1.0.0.0"}            // Product Version
    {$COMMENTS            "comments"}
    {$ENDREGION}
    
    program Test;
    
    uses
      SysUtils,
      LGL;
    
    begin
    ...
    end.
    Last edited by drezgames; 04-11-2017 at 06:31 PM.

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