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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sat Sep 19, 2020 2:48 pm 
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(Still waiting on response from Admins here or from support email...)

Update:

Events handling completely overhauled to make it more clean and PureBasic-esque, and weird bugs passing information back fixed. Joystick, Keyboard, Mouse handling completed.

https://gitlab.com/mfwlib/sample - Please note significant change with event handling for anyone using it in their projects

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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sun Sep 20, 2020 2:15 am 
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Env wrote:
(Still waiting on response from Admins here or from support email...)

Update:

Events handling completely overhauled to make it more clean and PureBasic-esque, and weird bugs passing information back fixed. Joystick, Keyboard, Mouse handling completed.

https://gitlab.com/mfwlib/sample - Please note significant change with event handling for anyone using it in their projects

nice work!

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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sat Oct 24, 2020 6:12 pm 
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Do you still intend to implement Squirrel? PB needs more scripting languages :)


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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sat Oct 24, 2020 10:16 pm 
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Joubarbe wrote:
Do you still intend to implement Squirrel? PB needs more scripting languages :)


I've actually taken Squirrel out and have implemented Wren (https://wren.io) (as it was more suitable for the main project needs, and it works so nicely, whereas squirrel hasn't been updated in a long time) - Working example can be found in the gitlab repo: https://gitlab.com/mfwlib/sample

Also finishing up the Linux x64 build (this required some changes to the library code, namely swapping out unicode strings for utf8 - all handled in the mfw include)

Note: Running the example now requires you to create a temporary executable in the source dir, though the linux x64 support update allows you to specify the corelib directory as an optional argument.


Note: I might start a new thread with this, as despite emails to support and contacting 3 admins directly on here a good while ago regarding issues logging into my IndigoFuzz account, none of the admins have even given me a reply.

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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sun Oct 25, 2020 7:23 am 
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Very impressive. But yeah, I'm pretty sure people would be very interested in your implementation of Wren. To me it looks like something I've been waiting for a long time (I don't like LUA). You should make a thread for this only. Thank you!


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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Sun Oct 25, 2020 4:53 pm 
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Joubarbe wrote:
Very impressive. But yeah, I'm pretty sure people would be very interested in your implementation of Wren. To me it looks like something I've been waiting for a long time (I don't like LUA). You should make a thread for this only. Thank you!


I could separate it out into its own standalone library. Once I've added more to the abstraction layer above the raw calls and have a build pipeline for Linux too I'll do that

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 Post subject: Re: [Framework] OpenGL Accelerated 2D Engine (with SFML)
PostPosted: Mon Oct 26, 2020 6:46 am 
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Great! I didn't know Wren before and I've read the doc, it really looks good. I also bought the author's book about video game's design patterns; it has a very good approach on the subject.

Well, back to your framework now :)


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