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AppGameKit/AppGameKit Studio Showcase / WLGfx is still alive... My first blast at AGK...

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WLGfx-New
5
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Joined: 15th Sep 2019
Location:
Posted: 15th Sep 2019 19:03
I've lost my old login for WLGfx (darn it)...

I spent the morning going through the docs and came up with this quick demo. I'm hoping to get onto the C++ side soon and reviving some of my old code.

See y'all soon.

WLGfx

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Virtual Nomad
Moderator
18
Years of Service
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Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 15th Sep 2019 23:45
welcome back. and, neat demo (tho i had to drop the star count to achieve decent FPS on my system).
otherwise, i'll be reviewing your past threads which are intriguing

Rick Nasher
7
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 4th Oct 2019 09:20
Very nice demo.
WLGfx-New
5
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Joined: 15th Sep 2019
Location:
Posted: 4th Oct 2019 21:18
Thank you Rick and Nomad.

I've slightly altered the demo now with a Borg cube for aesthetics.

I've had a slight problem recently though. I purchased AGK2 from Humble Bundle quite some time ago, and just over the last couple of weeks, I decided to grab the AppGameKit Studio from Steam. That's the back story.

At work I use Windows and Linux 50/50, where-as at home I tend to use Linux 99% of the time. And for some stupid reason, Canonical (Linux) have dropped support for 32 bit which means Steam don't work anymore on Linux. It was only tonight I remembered I still had AGK2 on Humble Bundle. Installed it and it works. Woo hoo. Back to the old days.

My questions are:

1. Is the IDE (Linux AGK2) compatible with AppGameKit Studio? What are the differences? (Mainly preference files, etc)
2. Is there support for multi-threading in anyway or is that through plug-ins? (I'm most interested in this as I will be working on those myself anyway)
3. GLSL shaders are supported, but what about custom Vulkan pipeline support?

There's probably a few more questions, but they will come in time. I skipped asking about multi-dimensional array dynamic assignments because after a few days of digging, I finally found the long winded way of doing things.

If all goes well, with my experience of Android and back-end web junk, oh, and other stuff, I'll be dropping by more with some plugins that work'ish cross platform.

ps. Now that I'm back on Linux, as soon as I get a new demo, I'll post it...
Rick Nasher
7
Years of Service
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 20th Oct 2019 10:40

Quote: "1. Is the IDE (Linux AGK2) compatible with AppGameKit Studio? What are the differences? (Mainly preference files, etc)"

On the code level mostly yes, except for some minor differences I believe( haven't experienced incompatibilities yet). I think prefs are completely different though, now way easier to maintain a dark theme all over for example.

Quote: " 2. Is there support for multi-threading in anyway or is that through plug-ins? (I'm most interested in this as I will be working on those myself anyway)"

If refer to the language: no m-t afaik.

Quote: " 3. GLSL shaders are supported, but what about custom Vulkan pipeline support?"

I know the same methods apply to shaders only little bit more strict to accommodate to Vulkan's demands.
WLGfx-New
5
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Joined: 15th Sep 2019
Location:
Posted: 13th Jan 2020 01:24
First take on a demo...

Got a few more ideas...

I'll be back with some plugins when I can figure them out.
Home PC: i7 3.6Ghz, nVidia 980ti, 3x1080p monitors, over 10Tb storage (Dual boot 1Tb each Windows and Linux)
Laptop: i7 3.4Ghz, nVidia K1100, 2x1Tb SSD Dual boot Windows Linux
Umpteen mini Atom PC's, ARM boxes and development boards
And a history of confuser profanity...
Programming since 1982...

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