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Messages - Duke "Tape" Eiyeron

#31
I didn't because I'm still focused on the game engine's internals. Just added hibernation and correct timing support for the 3DS backend. The only regression I had to put is putting out the exceptions as they're not supported by the current devkit for this device. Gotta find a way to circumvent this.
#32
The update list is too long to bring it, but the game engine still evolves with my side-side-projects and my motivation to finish it. The undertale battle engine was done part because I wanted to make WRPG progress. Now, I'm also interested in 3DS Homebrew, so...
#34
Just poking that the 1.0.1 with the correct keys naming convention and a sokoban as game example is released : https://github.com/Eiyeron/squirrel/releases/tag/nsquirrel_1.0.1
#35
Quote from: aeTIos on April 08, 2016, 01:06:08 PM
I should try this, gotta dust off my nspire :P

Wait until the 1.0.1. Just need to fool-proof my detailled example script and I'll release it.
#36
Well, it'll be probably slower than lua. From what I read, lua is probably better because the memory, GC based, uses cache better than a refcounting system. But the GC can hit more or less when it wants and I don't know if you can opt for refcounting on lua on nspire.

There is a lot of discussion and people (not really interested in benchmark because today we have highs performance CPU everywhere except in calculators) tends to say that in benchmarks, Squirrel is slower than Lua. The former also have a little bit more of features than the latter (citation needed) but heh, it's still another solution you get.

I wish I could have tried luajit on Nspires. Alas, the way Ndless is built made me give up as references to the built-in VM overrid each time the JIT's library/code...

So yeah, the main changes are in the memory stuff.

Found this. Where I'm not too found of benchmarks (because you can easily fool a noob by screwing up a script on a language and stuff), I'd like to point at Tcl's position...

My last point is the difference of community size between Lua's and Squirrel's. The latter has a good performance against Lua where the community is radically smaller (lua is almost everywhere...)

Edit : oh, also, is Lua@Nspire event-based? I remember seeing that you couldn'take tight loops for games (like just an update-render). In my demos I'm just making a while loop and draw the frame after updating it. How does Lua on Nspire work in that way?
#37
An example with lots of comments will come a little later, with a bugfix about some things that I overlooked (like a wrong argument usage on drawSpritePart and wrong key names setting).
#38
The first version is, indeed, complete. The interpreter works as expected on the example scripts and I could program something interactive with it. Next versions could embed more libraries and functions but that's only something for later. (My first thought came to lodepng which allows loading PNGs and have a cool open source licence. I'm already using it in WRPG)
#39
Version 1.0.0 released.

"Allez, bisous." - Captain Nakou
#40
Well, according to the poll, I tried to set n2d as prefix for keys, but couldn't as it would override the function table, so the prefix will stay n2dk.

I'm making the doc for the v1.0. I'll also switch from hosting the source in the topic to ticalc (and eventually CW if you want so. Should I also move my small experiment to your download section instead of letting it in the topic? I already told it was a final version.)
#41
FInally gave in and published a new build. In the next days I'll build some kind of small documentation for the n2DLib binding. Note that as Squirrel's standard library is included, you could access files in read/write, you can have threads, coroutines and with N2DLib, acces the screen and the keyboard. I guess you have everything you would need to make some games, haven't you?

What should be included next? Some ndless syscalls?

Link to a screenshot :
#42
Added support of loadBMP which supports relative paths. No more heavy-arse source files.

Also made me discover an issue in Matref's loadBMP routine. I sent him a ticket about it : non-multiple of 16 (or 8, I dunno) bitmaps won't properly load and will be skewed. Let's wait until he works on it.
#43
Added a small poll to inquire people's opinion on how to call N2D's keys constants. Note that I can't let you do "RET" only because it's an enumeration constant and is processed compile time (so it'll be faster on the execution side).

Edit : using for now n2dk_ prefix, I finished implementing N2D's key detection functions. Have a try with the lastest script.
#45
Quote from: Dudeman313 on April 03, 2016, 12:20:55 AM
That creature in the picture doesn't exactly look like a squirrel...?
(Look at the picture, I just used this one for fun.)

Quote from: matrefeytontias on April 03, 2016, 07:38:03 AM
Ndless does have relative paths : int enable_relative_paths(char **argv);.
This would have saved me quite a bit of time of work on WRPG (I recreated such thing with a custom path resolver). Thanks.

Quote from: Jim Bauwens on April 03, 2016, 11:43:22 AM
Quite nice work :)

Thanks Jim!
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