Posted: 29th Jul 2019 12:14
Me too
Posted: 8th Aug 2019 6:27
AGK S / AppGameKit C -> setting executable logos for PC
-> customizing HTML 5
-> minimizing executable size
-> intergrating c++ / assembler or possibility of integrating any c++ code (not only visual studio)



AGK S -> codefolding (with saved fold state when opening/closing ide)
Posted: 15th Sep 2019 23:11
I'd like to be able to get variable's addresses, memblock's pointers, image's pixel offsets (at least non - mipmapped ones), sound data to manupilate on the fly (yes I'd programmed DSP chip with QBasic)
I'd love to be able to use inline assembly
I miss darkbasic's bitmaps
Pasting, copying and even drawing on a bitmap and create a single image?
There could be fast images only contain pixel data and thus operates fast?
Posted: 18th Sep 2019 8:43
native support for *.BASIS texture compression, because:

it works on all platforms, it is small like JPEG, loads faster and uses less GPU memory.
It is Open Source and Free.

It based on ETC1 and the libs are in C++ and transcode the image at runtime into a GPU format, that the GPU could understand. Works on Raspberry Pi, on OUYA, Android with OpenGL ES 2.0, and up. Works on DirectX, Linux, Mac and so on.

https://github.com/BinomialLLC/basis_universal

We would all benefit from that. no native DDS / DXT needed. It is also compatible with low-end divices.
Creating *.BASIS files could be easily integrated in AGK2 or Studio. It also would be compatible with the Vulkan renderer. And with texture compression, it would be possible to layer more textures at the same time for higher quality visuals.

And it is supported by the Khronos-Group and could be implemented into WebGL. There are examples for that as well. So it would be HTML5 compatible and is supported by Google in Chrome at this moment.
https://opensource.googleblog.com/2019/05/google-and-binomial-partner-to-open.html

We are talking about a compression of 20:1 (like JPEG in size) from the RAW RGB Bitmap. And in memory about 6:1 to 8:1. No JPEG or slow PNG decompression needed. Visual artefacts in comparism at the same level of JPEG. Depends on source.
Posted: 18th Sep 2019 10:23
And compression of geometry for faster loading times.

Faster than FBX, compatible, comes also with JavaScript decoder for HTML.
Native C++ and Android, works also for animations. Encoder / Decoder. So we could have the "SaveObject" command for once.

looks like easy integration with AppGameKit memblocks and geometry allready.
+ Code Snippet
draco::DecoderBuffer buffer;
buffer.Init(data.data(), data.size());

const draco::EncodedGeometryType geom_type =
    draco::GetEncodedGeometryType(&buffer);
if (geom_type == draco::TRIANGULAR_MESH) {
  unique_ptr<draco::Mesh> mesh = draco::DecodeMeshFromBuffer(&buffer);
} else if (geom_type == draco::POINT_CLOUD) {
  unique_ptr<draco::PointCloud> pc = draco::DecodePointCloudFromBuffer(&buffer);
}


https://github.com/google/draco

Draco + KTX (Basis) in 7 sec.
FBX in 34 sec.


reduction in filesize and improvements in loading times.
Posted: 18th Oct 2019 15:02
Could we please have the GetMemblockPtr() function available for use in plugins please? It makes filling images/objects a lot faster then using Setmemblockbyte/Int thousands of times.
Posted: 18th Oct 2019 16:39
@Bengismo: It's already in there.
Posted: 18th Oct 2019 16:53
@Bengismo: It's already in there.


Its in teir 2 and I use it there but not available in a plugin ....or at least its not in the AGKLibrarycommands h or C files that I can see??

Maybe I missed it?
Posted: 18th Oct 2019 17:01
@Bengismo: It's on line 3874 in my AGKLibrarycommands.h and is AGKCommand1832. What version are you using?

EDIT:
My SteamPlugin code shows it.
(Note that I've commented out the functions that the plugin doesn't use.)
Posted: 18th Oct 2019 17:43
Brilliant, Thanks Adam!

Im using AppGameKit 27.9.2019 but my AGKibraryCommands.h file only has 3535 lines so obviously isnt the latest version I guess??

The problem was that the example plugin zip that is linked to on this page is very much out of date and a newer one should be linked to
https://www.appgamekit.com/documentation/guides/14_plugins.htm


im still not sure where the latest versions are meant to be.
Posted: 18th Oct 2019 17:49
I'm using 2019.09.27 (Steam version) on Windows. Mine are in "App Game Kit 2\Example Plugin". AppGameKit Studio has the same files in the same folder. If you use Steam, maybe refresh your install.
(The file used by SteamPlugin is older because it doesn't need any of the newer functions.)
Posted: 18th Oct 2019 18:45
Thanks again Adam. I'm using the downloaded version from the TGC website, not the steam one.

I have just checked and the 27.9.2019 version still ships with an old ExamplePlugin.zip file and does not have the AGKLibraryCommands.h or .c files in the example plugin folder - only in the zip file. Even after a fresh install they are not there.

The ExamplePlugin.zip that gets installed is put in ...Program Files\The Game Creators\AGK2\Tier 1\Help and is the out of date version.

I can only conclude that only steam users get updates tot he ExamplePlugin.zip and AGKLibraryCommands.h and .c

TGC ....can you sort this out please?
Posted: 18th Oct 2019 19:28
The Steam install also has that ZIP in Tier 1\Help and it's very old (2017). Definitely needs some updating...
Posted: 25th Oct 2019 16:59
Are there any plans to include commands for Anisotropic filtering of textures in 3D?
Posted: 2nd Nov 2019 14:59
There is a problem.
"ExtractZip" command has problems with Cyrillic folder paths. As a result, it is impossible to use "ExtractZip" if non-English letters are present in the path where the game is installed.
It would be great to get rid of this problem. When selling a game using "ExtractZip" a team, negative customer reviews arise.
Posted: 2nd Nov 2019 15:02
It would be great to have a resource packer that loads from a file into memory (for Windows).
Posted: 2nd Nov 2019 18:57
Personally I wrote my own loader that loads files into ram then returns the item loaded.
Posted: 3rd Nov 2019 15:48
EdzUp, can you share your bootloader ?
I think many such a code would be useful.
Posted: 3rd Nov 2019 18:47
RecordSound() and related recording control functions.

Commands to import GameGuru files.
Posted: 26th Nov 2019 17:44
Apologies if this has already been requested.

Can we have an option to save the export form data when exporting to APK or IPA etc. Sometimes it gets wiped (maybe with updates) and then I have to dig out old pictures taken of the screen to remind me what was put in each field for an old app. The problem with pictures is that long path names to things like icons aren't all visible.

I know I could write it down and save in a word document, but an option to save and load export configs would be much easier.