Posted: 13th Apr 2020 23:17
Scraggle https://forum.thegamecreators.com/thread/225433 Is that what you say?
The implementation may be unsuccessful, but you can always tell how to write how it will be convenient for you. This is a test case.
Posted: 16th Apr 2020 10:42
looking at all the comments so far and making notes. will see what can be done. thanks to all that responded.
Posted: 16th Apr 2020 11:14
Yes Qugurun, thank you.
I didn't know that existed. I'll give it a try now
Posted: 19th Apr 2020 13:42
Implementation going well so far with some new memblock pointer related commands in Tier1 (Windows) using VS2019 c++. Testing ongoing to compare speed of existing memblock commands against new ptr commands. Will be doing same for images/files etc
Posted: 24th Apr 2020 18:12
Keep Window on Top functionality would be handy.

"MediaBanks" would be great, as well. Ie, Create/SaveSoundBank, AddSoundToSoundBank, CreateSoundfromSoundBank, etc, using Memblocks.

i'm sure there are tons more helpful functions we would benefit from (i have 1/2 a mind to rummage through IanM's Matrix1Utils for DBPro which was a GREAT resource and opened many doors).
Posted: 24th Apr 2020 18:56
IanM's Matrix1Utils for DBPro which was a GREAT resource

I second that!
It was essential for any DBPro work!
Posted: 25th Apr 2020 7:31
Yes, it's the IanM matrixutils1 that inspired me to do this for AGK.
Posted: 25th Apr 2020 14:39
commands for simple effects on spriters

blur, shadow, fade in/out, distortion, shake
Posted: 25th Apr 2020 16:32
@brunuu

blur and distortion can be done by the use of a shader and there have been many people have created and shared
Fade in/fade out can already be achieved already with your own code with setSpriteAlpha and a timer
Posted: 25th Apr 2020 21:02
OMG - if you could do the fucntions from the old DBPro it would be epic:

-ability to scan for a free memory location
-ability to peek & poke memory - i.e. access a direct memory location address

These would allow custom threading for things like AI.

Is there a way to load a graphic directly into image memory between processes? For example, run an AppGameKit program and use a texture, but have a second program load a new texture to memory then tell the 1st where, then have the first point at that? That would allow Unreal style texture streaming. I had a DBPro version working with music, could load about 2gb a minute with a 4fps hit.
Posted: 27th Apr 2020 22:45
@fubarpk
yes i know, but it would be nice if it had some effects built-in on engine
Posted: 28th Apr 2020 5:31
The possibility of loading *.BASIS texture files and save RAM.
https://github.com/BinomialLLC/basis_universal

could save us about 8:1 in memory, would have faster loading times than PNG and is in the quality and size of JPEG or better.
So seeing this supported would be great.
Posted: 28th Apr 2020 16:44
The ability to unzip a password protected zip direct to a memblock would be very much appreciated.
Posted: 28th Apr 2020 19:26
Ah yes .basis, I compiled a while ago, must get that in and unzip password easy enough. Tons of stuff to get teeth into.
Posted: 28th Apr 2020 21:11
ok, so compiled list so far is:

Windows controls->gadgets, buttons, edit boxes, tracker bars etc
Save object
Better lightning (Lighting?) and more than a single camera would be nice!
more advanced drawing functions i.e. a floodfill that's faster than the ones around using memblocks
pen pressure is absolutely essential
Midi Files.. Funny that Dark Basic had this, but not in AGK
generic ODBC wrapper
Discover/reconnect gamepads and joysticks after the program has started.
SendKeys - it's C# .NET so shouldn't be too hard to add.
Record Audio
draw triangles and fill parts of the screen
Support for additional hardware pointers would be fantastic for tool writers.
a command for spring physics would be nice too.
Keep Window on Top functionality would be handy.
"MediaBanks" would be great, as well. Ie, Create/SaveSoundBank, AddSoundToSoundBank, CreateSoundfromSoundBank, etc, using Memblocks.
commands for simple effects on spriters ->blur, shadow, fade in/out, distortion, shake
ability to scan for a free memory location
ability to peek & poke memory - i.e. access a direct memory location address
Is there a way to load a graphic directly into image memory between processes?
The possibility of loading *.BASIS texture files and save RAM.
The ability to unzip a password protected zip direct to a memblock would be very much appreciated.
Posted: 28th Apr 2020 21:26
On Android and Windows we can use for MIDI

+ Code Snippet
mus = LoadMusic("98137.mid")
PlayMusic(mus)



tested with https://bitmidi.com/super-mario-64-medley-mid
Posted: 28th Apr 2020 22:08
But with some more wishes:

- merging 3D models together (e.g. 100 3D Objects are slower than 1 object with the same amount of polygones) mesh merging like we tried in the Minecraft-Clone-project
- merging 2D Sprites together, if that does not work automaticly / would be great for scrolling backgrounds

to specify the saving object thingly:
- SAVING 3D objects
- SAVING 3D objects with Animations
- SAVING 2D Skeletons Spriter / Spine
- on top, but that would be very great for large scenes and high polycount models with a lot of bones and so on: draco https://github.com/google/draco

and for better 2D support and pushing AppGameKit to the next visual level and for better animations:
- Loading Spine in file version 3.8x, soon 3.9 (http://de.esotericsoftware.com/spine-runtimes)

and for the SOUND thingly, man, 3D positioning sound, Sound mixing. And some Sound-Generators. But some of these would work with memblocks, but some Sound-Buffer-things don't work and not work well on Android, but I guess, Android is another thing with plugIns.

For creating tools it would be great to have:
- a windows without a title-bar and be able to make the window sticky (on top, like mentioned) and transparent
- and be able to drag and drop files from other Apps and places into the AGK-created-App. So that would allow to do more interaction with other programs and using AppGameKit for tools
==> therefor is a plugIn I found: https://forum.thegamecreators.com/thread/225363

Also I still have some problems with the way the Render-Target could be set and the calculation has to be done.

e.g. My Image, I want to create is 512 x 512, but my Main-Window is 1280 x 720. And my Visual resolution is 1280 x 720. But my Image has now also 1280 x 720 and not 512 by 512.

If we have SendKey, we also could need SendMouse... thinglies. So we could build AutoIt or some MacroBots

ODBC ... I gues using SQLite out of the box for saving and so on would be great.
And yes, XML could be done by hand, but having XML and JSON would be great as well. (maybe there is a plugin allready and I didn't used it, because it wouldn't work on Android or the Raspberry Pi)

ImageToClipboard ... (image memory between prosses, I guess)
OLE (Object Linking and Embedding)

Oh ... a lot of these things we have in PureBasic

a debug mode for 3D objects, where cameras, lights and so would be shown ... but I guess, that could be done also by hand

what I also not get is, how a data-stracture with "linked lists" could be saved automaticly into a JSON. Not only JSON by JSON ... but that is maybe a question, not a wish.

... and if we talk about gamepads: Force Feedback and Rumble functions.

-------------

Is there a possibility to reduce the "resolution" by scaling the window up? I mean, if we have 320 x 200 e.g. and we now change the window size, we now have 640 x 400. I know, the calculation of the Sprites and so on will work, but the performance will be like 640 x 400 and not like 320 x 200 but with bigger pixels.
in fullscreen we also only have Desktop-Resolution and on Android only native display resolution.
Posted: 29th Apr 2020 20:58
working on more sound/music loading i.e. midi files etc.
Posted: 29th Apr 2020 21:12
You can load and play midi files in AppGameKit already using the Music commands - its built in. (its only recording from or sending to external devices that would need a plugin)
Posted: 29th Apr 2020 21:17
ah, how odd, somone wanted to see midi. I guess I didn't realise and neither did the person above. ok no worries, I will move onto something else