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  1. #1
    PGD Staff code_glitch's Avatar
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    Oh not at all... Never late at night... Early into the mornings lol I never use BMPs and I think I wanted to add it as a 'check that box too' kind of feature but dont remember doing so and the code seems... Generic and incomplete at best - especially since I cant find any sign of loadre coe anywhere but there is a Image.LoadFromBMP() procedure so... Yeah. Glad it made you laugh though

    Edit/Update:
    PM_Maps now supports layer properties loaded straight from TMX files produced by TileD. Should have the map, tileset and tile specific properties all done in a day or two once I iron out a few kinks elsewhere. No gurantees on speed since I did a bit of a slacker job but I'll optimize after its all working right - as I've learnt from my premature optimization mistakes from the past
    Last edited by code_glitch; 03-09-2012 at 11:07 PM.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  2. #2
    PGD Staff code_glitch's Avatar
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    Well, heres where it stands as of now...

    -Fixed some behaviour of some functions in PM_TextUtils.
    -Loading maps from TMX files now supports properties for the Map, Tiles and Layers. All the places I could find in TileD to save properties in other words.

    Whats open in geany right now and being worked on:
    -Collisions (2d simple geometric)
    -Base64 encoding 'support' to work with Base64 strings - useful for those base64 TMX files and much more I'm sure...
    -FBO and other image utilities

    Edit/Minor update:
    While playing around with the slightly flaky X11 windows system I implemented in Prometheus - specifically, as a result of working with resizing and getting things to run smoother, a bug in keyboard key repeats was found. Said bug seems to be a little hard to pin to a wall to zap with some DDT, as I need to run a line when the X server wants to kill the program - after it has finished running, but before it is actually killed...

    In the process of messing with contexts and what not a stunning discovery was made: Multiple windows and multiple X displays could be used. Simultaneously. Now although its a bit of a pain to work accross windows/screens, if I could update some multithreading code I wrote a while back and have an easy way of 'plugging in' said thread to each display...

    At any rate - there Base64 on its way, some bug fixes, better usability and excitingly: multithreading and multi-window and multi-display support coming out of the box in the near future.

    PS: the earlier mention to BMP loading is actually a massive bug in itelf: Only the file header recongition and generic loader code was implemented...
    Last edited by code_glitch; 09-09-2012 at 08:30 PM.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    PGD Staff code_glitch's Avatar
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    Another quick update, development has slowed due to college work... But in a wholesome week I should be on vacation once again and thus should have time to implement everything fully, so lots of new stuff rolling out. For now this is whats done on my local SVN mirror that should be made public over the next few days (hopefully):

    Maps/TMX:
    -The first multithreaded loader of anything that prometheus uses - this one for TMX files (delayed since its behaving a bit erratically as of right now)
    -Object layer/group support for TMX files
    -Objects in Object Layers in TMX files can have properties that can be read/deleted/modified by client code
    -Paths in object layers are now read as arrays of absolute X,Y coordinates to be handled by client code
    -Primitive Base64 support in TMX files. Not everything seems to work. ie. limited to tile layers only
    -Base64 seems to work

    User I/O & Events:
    -X11: Fixed a bug with PM_Window never reporting an Idle state
    -X11: Implemented 'prefetch' style mouse actions to avoid reporting an event for each pixel change of a mouse motion

    Graphics:
    -FBO (Render to texture and the like): might be in there. Depending on whether it stos crashing the OpenGL context in X11 and I fix a hanging issue as well as target vanishing...

    Audio:
    -OpenAL: Looks like we can support 1 RAW audio stream. Not exactly useful, but working on a solution to read formats and play many thigns at once...

    Other:
    -Collision Detection: Rectangle based collision detection seems to work. Texture/Image based collision detection will be riht after that FBO is happy.
    -Android: No peeking, but it looks like headway has been made

    Well thats whats made more progress than the rest, and I'm finally proud to announce that it seems like a lot of the issues regarding stability are gone, memory use is more efficient, binary sizes should be going south too over the next few days (no more ~1.1mb ugliness. Although UPX seems to trim it down to 350k tops) as well as gaining some nice usability tweaks as well as performance tweaks (some large blobks of memory are now cahced )
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

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