Posted: 9th May 2020 20:58
How do you pass an array into a plugin function? Or are they accessable be defauly as they are global? Do you also have to pass in global variables?

EDIT: so I've converted some of my slower functions to a C++ plug in, but I'm having issues where it seems to sporadically corrupt memblocks. Has anyone else found this?
Posted: 12th May 2020 11:04
I have had some random issues with memblocks in VS2019/VS2017/VS2015 from time to time, until I turned off my virus checker app and tweaked some debugger options. Otherwise, returning pointer address of a memblock as well as dword, byte, word and strings work fine in tier2 and tier1 (as a 3rd party plugin).

Posted: 17th May 2020 1:27
would like to see some real time sound changing like pitch tone and speed for starters
or perhaps some dll that would allow something like this https://jfxr.frozenfractal.com/?fbclid=IwAR2nizPMG13XHiG3tOlGG26wa2riC30-6MIDPOlQiozPa_mtlm3kf2wr3J8#
ive seen midi work done with agk before so perhaps this would be the next step


I know it is possible with memblocks to change the hz etc but not really good for real time
Posted: 17th May 2020 13:40
Bored of the rings, memblocks work fine through a plug in without the pointer - you just pass in the number and the plugin works - I assume Paul fixed this at some time. My issue was....well, my issue. I wasn;t making the memblock number a constant, so it was changing it each iteration of code.
Posted: 18th May 2020 11:03
yes works fine without pointers, in DBPro memblock pointers (and ptrs for banks and alloc memory) worked a lot faster than AGK. I wanted to get pointers working mainly in Tier 2 c+ which is a lot faster than Tier 1 , which is why I added it. So, for Tier 1 I would probably just use the memblock id and standard commands and for Tier2, use the pointers. At the moment these commands are for my purpose only at the moment. I have a few projects on the go where I need faster processing, like OBJ format reading in etc... all very easy to do.
Posted: 22nd Jun 2020 13:54
Any ETA? for a beta or demo?

Thanks
Posted: 23rd Jun 2020 9:26
no ETA or deadline that I'm working to, I have a lot of other programming and personal commitments, so not rushing. I believe Madbit is doing a plugin for windows controls (Nuklear), which is pretty good and based on IMGUI. so that is one thing off my list.
Posted: 24th Jun 2020 18:41
I've got my head around plugins now.....I'm happy to help out if you wanna.split the work load?
Posted: 27th Jun 2020 5:06
Set sprite group collision

Hit=setspritegroupcollisin(1)
Posted: 27th Jun 2020 22:09
setautomaticobjectcollisionon (1.1) or (1.0). Any collisions of 3d objects would be detected without the use of raycast! This command exists in Dbpro. Excuse my bad English
Posted: 28th Jun 2020 7:15
just for 2d sprites. If two or more or the same sprite collide, a action will happen. Think in terms of a match three game. There's no way to say, all 4 sprites are together. I can delete whole groups at the same time but not if there touching.
Posted: 4th Jul 2020 1:41
Guys!

AGK right now needs a way to load a 3d object with a texture and animation! Most people who have in interrest in 3d are banging their head just to be able to load a 3dObject with animation and texture! How can someone do a 3d Game if loading a 3dObject with animation and texture is requiring a Phd? DArk Basic Classic was able to do that with a single command! (banging my head on my desk multiple times...)

I am really trying to keep my stick on the ice here, hearing you talking about memeryblock access and so forth. Most indie programmers never go in those territories... you do have to be fairly advance to go there. I used to do Dark Basic Games in 3d in Dark basic classic and now, even after 3 weeks of research, i still can't load an object with animation that retain its texture in AppGameKit (And i am not alone!!!)

AGK claim to be able to load .blend .obj .pbx .my sister, yet, when i load any of those, i get mixed result. this is unacceptable of any engine and make people go to Unity / Godot instead.

Ok, hope this get into one of the priority feature soon. We can't aford to lose 3 weeks trying to load an object in AGK.

Posted: 7th Jul 2020 22:11
"AGK claim to be able to load .blend .obj .pbx .my sister, yet, when i load any of those, i get mixed result."

Same here.
Posted: 24th Jul 2020 14:01
How about Xbox controller support? I'm currently toying with a twin-stick shooter, and it annoys me that I'm locked to keyboard only.
Posted: 24th Jul 2020 23:41
How about Xbox controller support? I'm currently toying with a twin-stick shooter, and it annoys me that I'm locked to keyboard only.

It already supports gamepad controllers
Posted: 25th Jul 2020 2:12
Wow, how did I miss that? Looks like it got every input. Thanks for the heads up.

Still, force feedback is missing! Would be fun to have, I think.
Posted: 29th Jul 2020 12:19
I would like to have the possiblity to write plugins also for iOS and Android.

I would like to have AppGameKit as library for Windows, OSX, iOS and Android.

I would like to run AppGameKit in my Apps (AppGameKit writes to the Graphics context of the components of my apps) in Windows, OSX, iOS and Android.
Posted: 31st Jul 2020 9:16
as my work contract comes near to an end, I will be able to excel with this more in the coming weeks. I will review all posts again and try to prioritise requests.
Posted: 1st Aug 2020 21:18
CreateObjectWithChildrenFromMemblock
CreateMeshWithChildrenFromMemblock

Need to be able to load a new mesh to an animated object with bone info.
Posted: 21st Sep 2020 0:51
Maths
-Lerp
-Clamp
-Interpolate
-Vector Normalize
-Rotate Towards
-LookAt

2D Sprite
FixSpriteToSprite (Make sprite a children of another sprite) (Follow world position and rotation of parent)

UI
-GUI Library (Checkbox , radio button, dialog box, etc)

-AStarPathfinding
-Navmesh pathfinding

-Steering behavior (Flock behavior) avoidance, etc2