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Offline 123outerme

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #345 on: June 10, 2014, 08:32:42 pm »
Is there a way to test if an Nspire is CX or not (as in, any differences in screen dimensions, etc)? That way, based on that test, you can make the worlds smaller or larger.

Offline bb010g

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #346 on: June 10, 2014, 09:15:27 pm »
You could have them press a button at the beginning to choose and store it in a config.
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Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #347 on: June 11, 2014, 08:19:13 am »
The world size I refer to is the size of the discovered part. If you walk too far from the spawn point, it'll crash soon.
The right way to prevent this is to cancel if memory allocation fails, but in C++ this works only with exceptions, which don't work with bFLT yet.

Offline Streetwalrus

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #348 on: June 11, 2014, 01:26:05 pm »
Couldn't this part be written in C then ?

Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #349 on: June 11, 2014, 02:38:34 pm »
How exactly would you use std::vector in C?
Also, push_back has no return value, an exception (std::bad_alloc, AFAIK) is thrown on malloc failure.

Offline Streetwalrus

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #350 on: June 11, 2014, 03:19:05 pm »
Welp, I'm no C/C++ dev. :P

Offline kevinkore3

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #351 on: June 11, 2014, 05:50:27 pm »
The world size I refer to is the size of the discovered part. If you walk too far from the spawn point, it'll crash soon.
The right way to prevent this is to cancel if memory allocation fails, but in C++ this works only with exceptions, which don't work with bFLT yet.
Couldn't you use gotos once the world reached a certain size instead of exceptions?
« Last Edit: June 11, 2014, 05:53:25 pm by kevinkore3 »

Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #352 on: June 11, 2014, 05:53:25 pm »
While I actually like gotos for such purposes, I'm not able to change the C++ standard and it's implementation.

Offline DJ Omnimaga

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #353 on: June 14, 2014, 07:07:24 am »
Question: In the menu, how are we supposed to save? When choosing save I tried the Menu, dot, 5, esc and Enter keys and whichever worked doesn't appear to save properly. When I restart the game and  try to reload the map, it does nothing so I lose all my progress. ???

Offline aeTIos

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #354 on: June 14, 2014, 07:46:35 am »
How did I miss this? Mind = BLOWN. O.O
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Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #355 on: June 14, 2014, 03:58:51 pm »
Quote
Question: In the menu, how are we supposed to save? When choosing save I tried the Menu, dot, 5, esc and Enter keys and whichever worked doesn't appear to save properly. When I restart the game and  try to reload the map, it does nothing so I lose all my progress.
Just press "menu" then either the touchpad or clickpad "click" or the 5 key. It should freeze for a short time and then close the menu.
Or just press Esc to "Save & Exit" in-game.
If it doesn't work, could you post your current crafti.map.tns if you have one?

Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #356 on: June 20, 2014, 03:44:11 pm »
Just a quick update:
I'm currently busy on vacation and next week school starts again so I'm busy learning and other unnecessary duties.
Redstone is fully implemented, but some blocks are still missing, so it's not very useful yet.
However, I worked a bit on my ndless fork and got exceptions to work! It's a rather nice feature, to minimize possible crashes.
Also, it'll be using a new executable format which will load faster and maybe also make the game faster!
It'll take a while to implement it in both ndless 3.6 and 3.1 though, I don't want that it runs on 3.6 only.

Offline nspireguy

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #357 on: June 20, 2014, 05:34:49 pm »
Just a quick update:
I'm currently busy on vacation and next week school starts again so I'm busy learning and other unnecessary duties.
Redstone is fully implemented, but some blocks are still missing, so it's not very useful yet.
However, I worked a bit on my ndless fork and got exceptions to work! It's a rather nice feature, to minimize possible crashes.
Also, it'll be using a new executable format which will load faster and maybe also make the game faster!
It'll take a while to implement it in both ndless 3.6 and 3.1 though, I don't want that it runs on 3.6 only.
AWESOME!!!

Offline Adriweb

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #358 on: June 20, 2014, 06:40:22 pm »
However, I worked a bit on my ndless fork and got exceptions to work! It's a rather nice feature, to minimize possible crashes.
Also, it'll be using a new executable format which will load faster and maybe also make the game faster!
It'll take a while to implement it in both ndless 3.6 and 3.1 though, I don't want that it runs on 3.6 only.
Nice !
is Extended aware of this ? (So that he can integrate it in the official repo)
Well, I suppose you should finish it first :P
Good that it runs on 3.6 already, I guess it's more of a priority than 3.1, these days.
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Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #359 on: July 05, 2014, 03:32:16 pm »
Small little teaser  :devil: :