RayKst's Recent Forum Activity

  • Yeah i wish i knew that. What that "Indie Company" means exactly.

  • 1.7 version ? I'll update my code asap and see if the performance improves.

    Update: Damn no dotnet bind yet. I'll keep waiting.

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  • It is possible but one would have to rewrite the entire runtime plugins included in a framework for Android that is flexible enough such as libGDX(low level wrapper - java - for opengl with some convenience high level classes). I don't think this is coming anytime soon if ever. Everything is moving to the Web there's no coming back. Let's hope Android get's full support for WebGL at full speed. In this, Flash, not dead yet it seems, surpassed WebGL, by running at full speed on iOS and Android recently in new Air version with Stage3D tech. I , from a programmer's point of view still prefer Flash, much better to program with, but the future is HTML5 it seems so let's hope HTML5 (that symbolically encompasses WebGL) catches on soon.

  • C2 rules but there's some things Stencyl does better:

    • Cloud integration, download assets, behaviors right from editor.
    • Asset share system , 'StencylForge'
    • Tilemap support
    • Better font support, customization inside editor like, drop shadow. Yeah i don't like webfonts.
    • Better visualization of things like : My Games Screen, Game Scenes screen. In Games Scenes for example it's more intuitive to set the start scene, and get a overview of all game scenes.
  • First test (running on canvas) with particles effect example (adequate example) : 2 FPS. I'll check my code for possible optimizations. Even then 60fps on canvas is practically impossible right now. Let's hope for 1.7 version with webgl support.

    Apart from that getting it running was a piece of cake since i already had a base code.

    Notes:

    1: It's running locally, no idea how to run it through an embed server, don't know if it's even possible.

    2: Had to load jQuery locally. Loading from Google hangs the app.

    Update: Posted on awesomium forum asking for some tips on this case :)

  • I'm waiting for 1.7 alpha launch , since it'll support webgl. But i think i'll start with current version just to see how it works.

  • Next version of awesomium will get full support for webgl and everything else it seems. When it comes i'll see about making a wrapper for C2. I already have the base rendering code working ,a gui made with html5/css3, rendering to opengl. Even with it's licensing costs Awesomium seems to be the best solution to get webgl and everything rendering on a desktop host.

  • In some of that games i believe it's a custom made lightning. But it has nothing to do with ray tracing. In other cases it's per pixel lightning done with pixel shaders most likely. This and much more will be possible when C2 get's the full power of webgl, that is, shaders. Terraria for example in earlier versions used a custom made grid lightning system. I saw somewhere that it now uses pixel shaders. It's more efficient on most hardware, and easier to code. I believe most of this examples can be done in Construct Classic too.

  • Basically what is happening is that the platform and player vertical velocities are different, so you have to lock player vector y with platform vector y. At the same time disabling gravity maybe. But i believe it's more complex than that since i opened your example, tried this method and failed. There's a series of factors. I believe someone complained about this a while ago and it was fixed internally in the engine, strange;

  • It's really nice but it doesn't do loading bars it appears , only "infinite catch tail style". So you can't see the loading progress of the game.

  • That's why it's on Open Topic. But it is totally related to C2 since C2 depends on all this stuff to get a long and prosper life; We can't unfortunatelly forget all this stuff and rely on C2 for everything since C2 can't do everything. It's just an informative and mind opening post. Again i have to congratulate you Ashley by being able to overcome all this hurdles and delivering C2 to us.

  • I feel very much like the author. People think : HTML5 is the future! Yay so let's just forget everything. X is dead. Y is dead, Z sucks etc. Like the post author said people treat things as religion. It's idiotic at least. The transition must be slow and calculated. You must use the right tools for the right tasks.

    Technologies like Flex, Air , Silverlight may be dying or dead or with existential crysis but they do offer things that HTML5 tech can't dream of offering anytime soon. AAA Gui support is one thing. You just can't (or with very difficulty) do complex rich gui web apps yet. Yes solutions like JQuery UI and stuff try to accomplish that goal. But imo they fail. Yes HTML5 is new, it' a baby. It isn't fair. But people seem to forget that.

    Must HTML5 tech support it all and rule alone ? It doesn't have to be. But for most people there can be only one champion the rest just sucks and have to die even if a month ago they thought the opposite.

    The other big problem is JS. Poor JS, the weight on it's shoulders is just too big. It's not prepared for the things people want to do with it these days. You must fight with the language to get a minimum of quality of code, modularization, ide support etc.

    Have you stopped to think why there's tons of JS libraries to handle problem A, B, C, D, E. etc ? Libraries it good and nice. But they should be extensions. You mustn't have to rely on them to perform every single task with a language and to be able to program decently with it.

    It'll be a very very hard task to fix JS. Maybe impossible. The new version won't do it. It'll make it better sure but won't do it. Some people say: "Don't fight with the language, accept it". Must i accept such regression ? I don't think so.

    The biggest app i ever made, on desktop, had some tens of thousands of lines of code (C#). It required lot's of modularization. I can't even imagine coding something like it on JS. It's very very difficult for one person. For a team it's nigh impossible. What must be decided is: What is JS for ? Web Pages ? Great. Perfectly doable. Big, feature rich apps ? Forget it. They must be big there's now way. We want nice looking interfaces, responsive, the best user experience etc.

    Games, even simple ones ? No way. It get's unmanageable very fast. It's not anyones fault. It's the language's fault. Of course you can write bad code anywhere, but with JS is just too easy.

    These are troubled times indeed.

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RayKst

Member since 22 Jul, 2009

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