pipmak-users Mailing List for Pipmak Game Engine (Page 13)
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From: chikitin <cs...@gm...> - 2009-04-03 15:49:26
|
Hi, I have a few questions regarding the manual. 1. In the pipmak demo I want pipmak to show a text reaching the end of game in the middle of screen, say "Congratulations, you can now advance to level 2." I am on windows. Should I use image:drawtext to do this? if so how? or I should use it as slide? In other words, creating an image file showing/displaying the text, "congratulations" and then having pipmak display that in particular even. I appreciate it if you could give me some insight in the method as well. 2. node:getcurrentnode() returns the number of the current background node. Is there any command that returns the the number of the last visited node? 3. I am going to use print.pipmak for debugghing. The following code give me an error: local junk=1 // also without local, ie, global print.pipmak( "junk is " , junk) it gives me the following error: attemp to index global "print' ( a function value) what am I doing wrong? 4. I use the pipmak.gotnode() to go to a particular node. How can I ask pipmak to say go to node 99 after 10 seconds? The following doesn't work: pipmak.gotonode(99,10) Thanks in advance, cs -- View this message in context: http://www.nabble.com/Manual-Questions-tp22871180p22871180.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: chikitin <cs...@gm...> - 2009-04-03 05:13:55
|
Hi, I was reading the lua's online manual. i was looking for the mod function ( as % in C++) I found these: math.fmod (x, y) and also bit.mod(a,b) - returns the integer remainder of a divided by b http://www.wowwiki.com/Lua_functions but niether of them work in pipmak. Is there a mod function in pipmak? thanks in advance! cs -- View this message in context: http://www.nabble.com/modular-arithmatic-in-pipmak-tp22862092p22862092.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-03-21 11:09:42
|
chikitin wrote: > I couldn't do pass by reference in pipmak:) Lua always passes by reference. If you can explain what you're trying to achieve we may be able to show you how to do it in Lua. > Is there any > other way to ask pipmak to do some action as soon as a sound is stopped > playing? No. As far as I am aware there is no such callback in OpenAL, so all Pipmak could do is polling whether the sound is still playing, and you can just as well do that yourself (as you're doing now). > Hey Christian! now it works. You can try it yourself at: > > http://faculty.uncfsu.edu/csarami/files/storage/Demo.pipmak - Random.zip Well, it works as long as you keep the randomization turned off - if you enable it, you get errors because you're mixing nil values into the table. You're using a proper permutation function now and 30 is the wrong argument for that, it needs the table length (and since it can determine that on its own, there is no reason to pass it as an argument). Some more tips: - Defining a global function in one node (99) and using it in another (15) is a bit fragile. What if the player enters node 15 without ever having visited node 99, e.g. when starting from a saved game? (In your case, the older version of the function from main.lua would be used, but that looks like a leftover - and there is no guarantee that main.lua will have been run either.) If you want to define this function in a central place and use it from several nodes, you should put it into a separate file and include that in the node.luas using pipmak.dofile(). (In the future, "require" will work too.) - If you want a function to be called when a node is entered (like in node 15), you shouldn't put it directly into node.lua. That currently works, but in the future node.lua may also be run at other times. You should put this code into an onenternode handler (there's one just a few lines above in node 15). -Christian |
From: chikitin <cs...@gm...> - 2009-03-19 12:15:12
|
> > function n_permuter(tbl, n) > for i = 1, n do > local a,b = math.random(#tbl),math.random(#tbl) > tbl[a], tbl[b] = tbl[b], tbl[a] > end > end Yes. I couldn't do pass by reference in pipmak:) So, I use local a,b = math.random(tbl),math.random(tbl) instead. > I'm having some trouble understanding that code. Your scheduled function only ever returns nil or nothing, and therefore is only run once, is that what you want? What's the point of assigning .05 to n when that value is never used (the only place where n is used is in "return n", and there you set it to nil just before)? (Is the return statement placed where you meant to place it? Your indentation is a bit odd so it's easy to miss.) Your repeat loop spins a large number of times while sounds are playing, using 100% CPU and blocking all other Pipmak activity, is that what you want? >> you raised a great point here. The schdeude function checks every .05 >> second if the current music a[i] is still playing! as you see if the >> current music it is not playing then next music a[i+1] will immidiately >> play ( having the schedule function with interval nil). Is there any >> other way to ask pipmak to do some action as soon as a sound is stopped >> playing? Here's how I would clean it up into something that does approximately what you want (untested): function list_playerXL(a,m,bl) if bl == 0 then n_permuter(a, 30) end a[1]:play() local ii=1 pipmak.schedule(.05, function() if ii == m then return nil end if not a[ii]:playing() then ii=ii+1 a[ii]:play() end return .05 end ) end Thanks for cleaning that up:) It is much more understandable now:) > I tried list_playerXL(a,6,0). but it plays different number of > sounds each > time! I'm not sure why it would do that, at a glance, but I don't have time to test it or analyze it in detail right now. I'll have a closer look tomorrow if you can't figure it out until then. > I couldn't Attach the file ( 5MB) it was saying that the file is too > large > when i tried to upload it. Yes, we'd rather not spam all list subscribers with 5MB files. Why is it so big, anyway? I'd imagine that you should be able to strip down an example project for this to a few dozen KB. If it must be that big, then you're better off putting it on some web server or file hosting service and posting a link than sending it directly through the list. -Christian Hey Christian! now it works. You can try it yourself at: http://faculty.uncfsu.edu/csarami/files/storage/Demo.pipmak - Random.zip Thansk a lot. cs ------------------------------------------------------------------------------ Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users -- View this message in context: http://www.nabble.com/A-Basic-Question%3A-A-list-player-tp22579146p22598945.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: chikitin <cs...@gm...> - 2009-03-19 12:15:05
|
> > function n_permuter(tbl, n) > for i = 1, n do > local a,b = math.random(#tbl),math.random(#tbl) > tbl[a], tbl[b] = tbl[b], tbl[a] > end > end Yes. I couldn't do pass by reference in pipmak:) So, I use local a,b = math.random(tbl),math.random(tbl) instead. > I'm having some trouble understanding that code. Your scheduled function only ever returns nil or nothing, and therefore is only run once, is that what you want? What's the point of assigning .05 to n when that value is never used (the only place where n is used is in "return n", and there you set it to nil just before)? (Is the return statement placed where you meant to place it? Your indentation is a bit odd so it's easy to miss.) Your repeat loop spins a large number of times while sounds are playing, using 100% CPU and blocking all other Pipmak activity, is that what you want? >> you raised a great point here. The schdeude function checks every .05 >> second if the current music a[i] is still playing! as you see if the >> current music it is not playing then next music a[i+1] will immidiately >> play ( having the schedule function with interval nil). Is there any >> other way to ask pipmak to do some action as soon as a sound is stopped >> playing? Here's how I would clean it up into something that does approximately what you want (untested): function list_playerXL(a,m,bl) if bl == 0 then n_permuter(a, 30) end a[1]:play() local ii=1 pipmak.schedule(.05, function() if ii == m then return nil end if not a[ii]:playing() then ii=ii+1 a[ii]:play() end return .05 end ) end Thanks for cleaning that up:) It is much more understandable now:) > I tried list_playerXL(a,6,0). but it plays different number of > sounds each > time! I'm not sure why it would do that, at a glance, but I don't have time to test it or analyze it in detail right now. I'll have a closer look tomorrow if you can't figure it out until then. > I couldn't Attach the file ( 5MB) it was saying that the file is too > large > when i tried to upload it. Yes, we'd rather not spam all list subscribers with 5MB files. Why is it so big, anyway? I'd imagine that you should be able to strip down an example project for this to a few dozen KB. If it must be that big, then you're better off putting it on some web server or file hosting service and posting a link than sending it directly through the list. -Christian Hey Christian! now it works. You can try it yourself at: ttp://faculty.uncfsu.edu/csarami/files/storage/Demo.pipmak - Random.zip Thansk a lot. cs ------------------------------------------------------------------------------ Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users -- View this message in context: http://www.nabble.com/A-Basic-Question%3A-A-list-player-tp22579146p22598941.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-03-18 21:52:33
|
chikitin wrote: > --The folowing function returns an array containing n elements > randomly > selected from tbl. No. It performs n random transpositions on tbl. > Code: > > function n_permuter(tbl, n) > for i = 1, n do > local a,b = math.random(#tbl),math.random(#tbl) > tbl[a], tbl[b] = tbl[b], tbl[a] > end > end The # operator is new in Lua 5.1, and Pipmak still uses 5.0 (will update to 5.1 in version 0.3, whenever that is). In Lua 5.0, you use table.getn(tbl). You should have gotten an error message about this. > ---- here's the player! but doesn't work properly. > > function list_playerXL(a,m,bl) > > > a[1]:play() > local ii=1 > > > if bl==0 then > > pipmak.schedule(.05, > > function() > > repeat > if not a[ii]:playing() then > if not a[ii+1]:playing() then > > ii=ii+1 > a[ii]:play() > > end > end > > if a[ii]:playing() then > n = .05 > else > > n = nil > return n > > end > until ii==m-1 > end > ) > else > > a= n_permuter(a, m) > list_playerXL(a, m, 0) > > end > end > > > -- but when i execute the code, it only plays the first sound in the > array! I'm having some trouble understanding that code. Your scheduled function only ever returns nil or nothing, and therefore is only run once, is that what you want? What's the point of assigning .05 to n when that value is never used (the only place where n is used is in "return n", and there you set it to nil just before)? (Is the return statement placed where you meant to place it? Your indentation is a bit odd so it's easy to miss.) Your repeat loop spins a large number of times while sounds are playing, using 100% CPU and blocking all other Pipmak activity, is that what you want? Here's how I would clean it up into something that does approximately what you want (untested): function list_playerXL(a,m,bl) if bl ~= 0 then n_permuter(a, 30) end a[1]:play() local ii=1 pipmak.schedule(.05, function() if ii == m then return nil end if not a[ii]:playing() then ii=ii+1 a[ii]:play() end return .05 end ) end > I tried list_playerXL(a,6,0). but it plays different number of > sounds each > time! I'm not sure why it would do that, at a glance, but I don't have time to test it or analyze it in detail right now. I'll have a closer look tomorrow if you can't figure it out until then. > I couldn't Attach the file ( 5MB) it was saying that the file is too > large > when i tried to upload it. Yes, we'd rather not spam all list subscribers with 5MB files. Why is it so big, anyway? I'd imagine that you should be able to strip down an example project for this to a few dozen KB. If it must be that big, then you're better off putting it on some web server or file hosting service and posting a link than sending it directly through the list. -Christian |
From: chikitin <cs...@gm...> - 2009-03-18 13:29:03
|
Hi Folks, I am totaly new to Lua. I am trying to make a function called "list_playerXL", so that, it plays the sounds defined in the array named "a" one after another. If you call the function with bl=0, it doesn't randomize them, it simply plays the first n sounds, otherwise ( for any other values for b) it selects m random sounds defined in "a" and play them one after another. Here's how I have tried to do it: first we define an array of sound as follows: a={} a[1]=sound... ... a[m]=sound... --The folowing function returns an array containing n elements randomly selected from tbl. Code: function n_permuter(tbl, n) for i = 1, n do local a,b = math.random(#tbl),math.random(#tbl) tbl[a], tbl[b] = tbl[b], tbl[a] end end ---- here's the player! but doesn't work properly. function list_playerXL(a,m,bl) a[1]:play() local ii=1 if bl==0 then pipmak.schedule(.05, function() repeat if not a[ii]:playing() then if not a[ii+1]:playing() then ii=ii+1 a[ii]:play() end end if a[ii]:playing() then n = .05 else n = nil return n end until ii==m-1 end ) else a= n_permuter(a, m) list_playerXL(a, m, 0) end end -- but when i execute the code, it only plays the first sound in the array! I tried list_playerXL(a,6,0). but it plays different number of sounds each time! It seams the repeat loop in the code doesn't work properly. I couldn't Attach the file ( 5MB) it was saying that the file is too large when i tried to upload it. Any help would be greatly appreciated. cs -- View this message in context: http://www.nabble.com/A-Basic-Question%3A-A-list-player-tp22579146p22579146.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-02-07 13:26:37
|
chikitin wrote: > Hi, Assume we have three sound define in a node as follows; local > sound1= sound '.../sound1.ogg" local sound2= sound '.../sound2.ogg" > local sound3= sound '.../sound3.ogg" 1. How is that possible to play all > the sounds: sound1, sound2, and sound 3 together? This code doesn't > work: sound {sound1,sound2,sound3}. Is this code right? sound1:play() > sound2:play() sound3:play() Yes, that should work. It might not be accurate enough if you require the sounds to overlap exactly, but I'd expect the differences to be on the order of microseconds. > 2. How can I play one sound after another, like a play list? should we > use the pipmak schedule to trigger say sound2 after sound 1 is played? Yes, exactly. Unfortunately, this is not accurate enough for seamless concatenation of the sounds - you'll have an unpredictable gap of several milliseconds. Seamless concatenation is just not possible at the moment. > and if so, how do you define the interval for the pipmak.schedule? In the current development version of Pipmak, sounds have a duration() method that you can use for that purpose. In Pipmak 0.2.7, your only option is determining the duration of your sounds beforehand and hardcoding it in your script. > I tried to give the exact length ( in miliseconds) in the interval > schedule, but it plays sound2 very early and it overlaps with sound1. pipmak.schedule() takes seconds, not milliseconds. -Christian PS: If you intend to continue to post on this mailing list, you're invited to subscribe. The advantage for you is that your posts appear on the list immediately, and the advantage for me is that I don't have to approve all of your posts manually (the moderation requirement for non-subscribers is just to keep the spam out). You can turn off e-mail delivery in your subscription options if you prefer to read the list on Nabble. |
From: chikitin <cs...@gm...> - 2009-02-06 17:41:32
|
Hi, Assume we have three sound define in a node as follows; local sound1= sound '.../sound1.ogg" local sound2= sound '.../sound2.ogg" local sound3= sound '.../sound3.ogg" 1. How is that possible to play all the sounds: sound1, sound2, and sound 3 together? This code doesn't work: sound {sound1,sound2,sound3}. Is this code right? sound1:play() sound2:play() sound3:play() 2. How can I play one sound after another, like a play list? should we use the pipmak schedule to trigger say sound2 after sound 1 is played? and if so, how do you define the interval for the pipmak.schedule? do we do trial and error or there is a way to calculate accuratly when pipmak must tringer sound 2!!! I tried to give the exact length ( in miliseconds) in the interval schedule, but it plays sound2 very early and it overlaps with sound1. Any hlep would be grealty appreciated. cs -- View this message in context: http://www.nabble.com/Playing-several-songs-together-or-one-after-another-tp21877037p21877037.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: chikitin <cs...@gm...> - 2009-01-30 16:23:59
|
By Max out to 100%. I mean pipmak take the full control of my CPU. I hardly can edit the node files with my text editor. The CPU usage of the task bar of my windows show 100% when i run pipmak. even when there is not game loaded into pipmak. Attacked you will find the screenshot for the CPU usage. Notice also the flat horizonal line at the top of the CPU Usage History. cs http://www.nabble.com/file/p21750454/CPU_usage.jpg -- View this message in context: http://www.nabble.com/Running-Pipmak-Max-out-my-CPU-tp21729844p21750454.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: chikitin <cs...@gm...> - 2009-01-30 16:15:11
|
It is an ATI Radeon XPRESS 200m integrated graphic card. It is not the best card for games. It runs the old games flawlessly. It is known that the ATI RS480 chipset has a bad USB 2.0 transfer rate. http://www.notebookreview.com/default.asp?newsID=2341 CS Christian Walther wrote: > > chikitin wrote: >> Hi, Pipmak seems to max out my cpu at 100. If I close Pipmak, usage >> drops to 0-5% normal range. I am running this on hp Paviolion zv6000 >> ( notebook, Processor: AMD 64 Processor 3500+ with 1.78 GHz.) with 2 >> GB ram and Windows XP pro with SP3. > > Looks like the vsync doesn't work properly with your graphics > hardware. Unless you deliberately disabled vsync using some kind of > OpenGL driver override setting, I don't think there's anything you can > do about this. I've always wanted to introduce additional throttling > for that case (clamp the frame rate to 120 FPS or something), but > never got around to it. For reference, what's the graphics hardware on > that system? > > Thanks for the report > > -Christian > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > SourcForge Community > SourceForge wants to tell your story. > http://p.sf.net/sfu/sf-spreadtheword > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://www.nabble.com/Running-Pipmak-Max-out-my-CPU-tp21729844p21750293.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-30 12:39:46
|
chikitin wrote: > There are very good libraries for C/C++ for doing matrix > calculations. I am not sure, how your extension module works. No one is, because it hasn't been completely implemented yet. :) At the core of it would be a dynamic library / loadable module using the Lua C API that can be loaded using the loadlib function as described in the Lua manual. As I mentioned, I could imagine that something like that exists already, so there's a chance that you wouldn't have to write it yourself. Fitting it into Pipmak should then be straight-forward. -Christian |
From: Aidan G. <wgs...@ih...> - 2009-01-30 08:03:47
|
chikitin wrote: > Pipmak seems to max out my cpu at 100. If I close Pipmak, usage drops to > 0-5% normal range. I am running this on hp Paviolion zv6000 ( notebook, > Processor: AMD 64 Processor 3500+ with 1.78 GHz.) with 2 GB ram and Windows > XP pro with SP3. By "max out", do you mean slows down your system immensely? On my system (Linux) Pipmak seems to use all unused CPU time, but not at the cost of other processes. -Aidan |
From: chikitin <cs...@gm...> - 2009-01-29 22:45:43
|
You certainly did. There are very good libraries for C/C++ for doing matrix calculations. I am not sure, how your extension module works. As you said, i can always use arrays (or loop in the worse case) as a ramedy to this. cs -- View this message in context: http://www.nabble.com/Math-calculation-within-Pipmak-tp21730011p21737716.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-29 21:11:50
|
chikitin wrote: > Is there any reference for type of mathematical calculations that > one can do with Pipmak? For instance, is that possible to do matrix > manipulations in pipmak? Pipmak uses Lua as its scripting language. For an overview of the built-in mathematical capabilities of Lua, see <http://www.lua.org/manual/5.0/manual.html#5.5 >. Matrix calculations are not among them, but it's certainly possible to do them "by hand" by element-wise looping over Lua lists. That should work well enough if all you need to do is multiplying a 4x4 matrix to a vector, but it might not cut it if you're trying to diagonalize 1000x1000 matrices or something. If you need something more efficient, I could imagine that Lua bindings to some optimized numerical computation libraries exist. You might find something on the sites linked from <http://www.lua.org/community.html>, and if you do, it could probably be used in Pipmak using the extension module support that I'm currently working on. Does that answer your question? -Christian |
From: Christian W. <cwa...@gm...> - 2009-01-29 20:55:11
|
chikitin wrote: > Hi, Pipmak seems to max out my cpu at 100. If I close Pipmak, usage > drops to 0-5% normal range. I am running this on hp Paviolion zv6000 > ( notebook, Processor: AMD 64 Processor 3500+ with 1.78 GHz.) with 2 > GB ram and Windows XP pro with SP3. Looks like the vsync doesn't work properly with your graphics hardware. Unless you deliberately disabled vsync using some kind of OpenGL driver override setting, I don't think there's anything you can do about this. I've always wanted to introduce additional throttling for that case (clamp the frame rate to 120 FPS or something), but never got around to it. For reference, what's the graphics hardware on that system? Thanks for the report -Christian |
From: chikitin <cs...@gm...> - 2009-01-29 16:13:09
|
I am very new to this. Is there any reference for type of mathematical calculations that one can do with Pipmak? For instance, is that possible to do matrix manipulations in pipmak? thanks, cs -- View this message in context: http://www.nabble.com/Math-calculation-within-Pipmak-tp21730011p21730011.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: chikitin <cs...@gm...> - 2009-01-29 16:05:57
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Hi, Pipmak seems to max out my cpu at 100. If I close Pipmak, usage drops to 0-5% normal range. I am running this on hp Paviolion zv6000 ( notebook, Processor: AMD 64 Processor 3500+ with 1.78 GHz.) with 2 GB ram and Windows XP pro with SP3. Any help would be greatly appreicated. cs -- View this message in context: http://www.nabble.com/Running-Pipmak-Max-out-my-CPU-tp21729844p21729844.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Evgen <ev-...@ya...> - 2009-01-26 14:13:51
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Thanks, all ok now =) My language in name folders (if not english) call errors. Now I can save games without windows dialog =) So, I want testing some variants of saving. After it, I post here how we can do it, because I dont know how working with Repositories =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21666052.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Evgen <ev-...@ya...> - 2009-01-26 11:02:58
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> Physfs needs zlib to read zip files, is that what you're missing? Yes, I was trying downloaded new files and compiler wrote new errors =) Next I download new revision (not as write in wiki), and rebuild all libs. now I have not errors in compiler pipmak.exe is load, but dont see ***.pipmak folders or files. now I try do some else it some difficultly because I never working with C++ It would be easy if writers make url-link on project solutions So good learning for me =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21663647.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-24 21:12:12
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Evgen wrote: > Thanks, I read wiki MSVC8_Build, and now try complete projects. > But I dont found some files for including =) now I search them. If you > remember someone wrote topic, that his build pipmak dont read zip projects > (only folders), in building physfs compiler not found some files to > including, but write lib file, maybe that problem. Physfs needs zlib to read zip files, is that what you're missing? > Ok, I think I find all files and complete them, (to trying write some else) > but I have a question, Would be in new version inside this functions? =) > And it will be not long time? =) It will be in the next version if you or me or someone else implements it until then. :) I don't want to commit to a specific date for the next release, seeing as I haven't really gotten around to working on Pipmak a lot recently, but I think we can do one as soon as the extension module support that I'm supposed to be working on is done. -Christian |
From: Evgen <ev-...@ya...> - 2009-01-24 08:57:06
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Thanks, I read wiki MSVC8_Build, and now try complete projects. But I dont found some files for including =) now I search them. If you remember someone wrote topic, that his build pipmak dont read zip projects (only folders), in building physfs compiler not found some files to including, but write lib file, maybe that problem. Ok, I think I find all files and complete them, (to trying write some else) but I have a question, Would be in new version inside this functions? =) And it will be not long time? =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21638427.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-24 08:52:43
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> By the way, is the standard directory on Mac OS X ~/Library/ > Application > Support/ or ~/Library/Preferences/ ? I've seen games use either. Upon rereading Apple's guidelines <http://developer.apple.com/documentation/MacOSX/Conceptual/BPFileSystem/Articles/LibraryDirectory.html >, it seems that Preferences would be more appropriate - although I see plenty of applications store such things in Application Support. To make things more complicated, the "Important" note at the top of that document makes a case for using ~/Documents/, but the last section of <http://developer.apple.com/documentation/MacOSX/Conceptual/BPFileSystem/Articles/WhereToPutFiles.html > contradicts that, and I tend to agree with the latter. -Christian |
From: Aidan G. <wgs...@ih...> - 2009-01-23 23:17:04
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Christian Walther wrote: >> This could frustrate users (of games, not developers using Pipmak) >> who want to take their saved games to another system. > > How so? In what way would it impede that? You just take a saved game > file out of that standard folder and put it into the standard folder > on the other system? I wasn't objecting to using that convention, just pointing out that if a game uses that exclusively, it could be an annoyance. By the way, is the standard directory on Mac OS X ~/Library/Application Support/ or ~/Library/Preferences/ ? >> Maybe the path should not be hard-coded into Pipmak, but put in >> "defaults.lua" > > In how far is putting it into defaults.lua not hardcoding it into > Pipmak? Defaults.lua is part of Pipmak. Did you mean main.lua (of a > project)? Oh, yes, sorry. Either "defaults.lua" or "main.lua". > In any case, what exactly would a project author put there? It seems > you're just shifting the responsibility of solving the problem from > Pipmak to the project author - when Pipmak would actually be in a > better position to solve it (e.g. can adapt to different platforms). Now that I think about it that way, perhaps it would be better to NOT project authors control over this, for the reason you just stated. -Aidan |
From: Christian W. <cwa...@gm...> - 2009-01-23 13:01:45
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Aidan Gauland wrote: > I can think of another use for a function like this: a developer > might want > his game to automatically save its state at set points in the game. > "Clock > Tower" (the original SNES "Clock Tower" that was renamed "Clock > Tower: The > First Fear" when its sequel was released) would autosave every time > you enter > a room, which made things much easier, because its easy to forget to > save when > you're being chased. Good idea. >> I disagree with the suggestion to save in the game folder though >> (assuming you mean the folder that contains the project), because >> this >> location might not be writable by the user (e.g. located on a CD). >> The >> standard location should be somewhere in the user's home directory >> (~/ >> Library/Application Support/ on Mac OS, don't know where on Windows). > > This could frustrate users (of games, not developers using Pipmak) > who want to > take their saved games to another system. How so? In what way would it impede that? You just take a saved game file out of that standard folder and put it into the standard folder on the other system? > Maybe the path should not be hard-coded into Pipmak, but put in > "defaults.lua" In how far is putting it into defaults.lua not hardcoding it into Pipmak? Defaults.lua is part of Pipmak. Did you mean main.lua (of a project)? In any case, what exactly would a project author put there? It seems you're just shifting the responsibility of solving the problem from Pipmak to the project author - when Pipmak would actually be in a better position to solve it (e.g. can adapt to different platforms). Evgen wrote: > may be use installing program? (as I know some installing wizards > may write > options files, after installing) For my opinion on installers, see <http://thread.gmane.org/gmane.games.devel.pipmak.user/247/focus=250 >. -Christian |