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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
Hi!
Sorry for the long delay.
In my development branch I use VSYNC for window creation and get correct behavior in both Firefox and Edge. I haven' tried no vsync, as the variable monitor rate fe... |
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megamarc |
Support
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14 |
14,710 |
12-03-2023, 06:26 PM |
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Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...
Hi,
I've finally managed to build and debug the sample using VS2022 Community. Now I can check what it does and where's the problem.
Regards, |
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megamarc |
Support
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7 |
6,455 |
09-22-2023, 12:24 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
There's a list that stores, for each sprite, what index to draw next after the current one. It also stores the first sprite to draw. When you need fine control of sprite ordering, for example to imple... |
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megamarc |
Support
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29 |
23,031 |
09-19-2023, 12:15 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
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megamarc |
Support
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29 |
23,031 |
09-18-2023, 04:34 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
There are four passes, on each pass only effective items for that pass are drawn.
So the first pass of sprites only renders regular sprites, and the second pass only renders priority ones. The same... |
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megamarc |
Support
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29 |
23,031 |
09-18-2023, 03:31 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
From top priority to least priority, the draw stack is:
Top -> Priority sprites
Priority tiles
Regular sprites
Regular tiles
Bottom ... |
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megamarc |
Support
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29 |
23,031 |
09-17-2023, 06:59 PM |
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Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...
Hi,
I've updated my install of mingw to mingw64 to last one available (13.2.0) but I when building I get many instances of this error:
Code:
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src/Include/tweeny.h: In member function 'tween... |
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megamarc |
Support
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7 |
6,455 |
09-04-2023, 03:44 PM |
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Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...
Hi,
I've tried to build the project to see how it runs, but I think mi install of mingw32 is quite old as it isn't compatible with the supplied dlls. I'll try to update it and chek it. I'm not fami... |
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megamarc |
Support
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7 |
6,455 |
09-04-2023, 05:01 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Unfortunately yes, I can only give support for Tilengine itself, not for other bindings. But I can take a look, maybe I can see something suspicious |
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megamarc |
Support
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29 |
23,031 |
09-01-2023, 02:04 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi,
To debug this particular issue I should have acces to full project (code with assets). You can send it via PM if you want |
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megamarc |
Support
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29 |
23,031 |
08-31-2023, 07:09 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
You can do this as long as you first call:
Code:
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TLN_DisableLayer(myLayer)
--
If not, you'll be deleting a resource that is attached to an active layer, that will cause a segfault on... |
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megamarc |
Support
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29 |
23,031 |
08-30-2023, 08:53 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi,
As a general rule, there are two things to take into account when dealing with resources:
1. Don't delete a resource you don't own.
You own a resource when you explicitly create, load or ... |
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megamarc |
Support
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29 |
23,031 |
08-30-2023, 06:18 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
I've updated Tilengine binaries at itch.io. In addition to the initial black screen fix, I've implemented TLN_GetPaletteNumColors() following your suggestion. I understand the Nim binding may n... |
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megamarc |
Support
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29 |
23,031 |
08-29-2023, 09:41 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
I want to apologize if I sounded rude for not providing support on other languages, but that's the truth. I know that Nim transpiles to C (and Javascript), but I don't know about its architectu... |
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megamarc |
Support
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29 |
23,031 |
08-27-2023, 03:10 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
Sorry, I can't give advice on reimplementing Tilengine in another language I don't know. I can however add new features based on suggestions, or fix existing bugs |
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megamarc |
Support
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29 |
23,031 |
08-26-2023, 01:11 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
Basic scaling (Neo-Geo style) is quite cheap, if fact zoomed-in layers have more pixel throughput than regular layers, because as each tile covers more screen space, fewer calls are required to... |
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megamarc |
Support
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29 |
23,031 |
08-23-2023, 02:54 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
There are two things that kill performance on a CPU: branching (i.e. conditionals) and scattered memory fetches. Writing a pixel -that is, writing a memory location- is way more cheaper. So it'... |
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megamarc |
Support
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29 |
23,031 |
08-19-2023, 04:28 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi!
The Commodore Amiga has a totally different architecture compared to consoles and arcade boards, the ones that inspired Tilengine design.
The Amiga doesn't have a hardware tilemap/tileset e... |
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megamarc |
Support
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29 |
23,031 |
08-19-2023, 04:56 AM |
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Thread: tile_info.type returning 0?
Post: RE: tile_info.type returning 0?
Hi,
I can't reproduce the issue. Using your modified tileset and writing the following queries:
Code:
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TLN_TileInfo tile_info = {0};
TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_... |
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megamarc |
Support
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2 |
2,198 |
08-17-2023, 03:41 PM |
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Thread: Reflecting on its development
Post: RE: Reflecting on its development
Hi!
The "shilouette rendering" thing is specific to the Sega Genesis and its way to process priorities. It's not a feature, but a quirk that gets exposed when its priority system is twisted in an inc... |
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megamarc |
Presentations
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6 |
5,959 |
08-17-2023, 03:16 PM |