Hey guys! little update, Epic finally launched free online services.
Imo it would be awesome for Gideros to support their SDK.
Hi @TechBoxNorth ! Imo this book is very short. Though basic info about managing scenes and Gideros OOP structure is extremely valuable for newcomers.
Pretty much everything that is described there is working nowadays (if something doesn't, you wil…
Maybe for starters we should create draft PSD sketch of a new homepage with all the stuff that we want to include there.
We should provide more details about strong sides of Gideros. And avoid general statements like "fast development", "cross platf…
dude published new review of Gideros on youtube
unfortunately non-informative, he didn't mention real benefits like async calls, multithreading, etc.
he could've asked the community, or at least take a look at this page
Thus far my experience has been one of utmost frustration and annoyance I'm afraid
Imo currently there're no hustle-free game engines. Game development as such is pretty tough compared to many other IT specialties.
Last 1.5 months I was working with…
imo google's leaderboards and achievements look like crap, they're rarely used in popular games (though leaderboards are nice, cause we don't need to worry about backend)
(I agree that it would be great if googledrive dependency is fixed)
Maybe what would interest app publishers the most is (as opposed to every other mediation solution like Appodeal) we are completely 100% unbiased: We don’t run our own AdNetwork or Exchange, so there’s never a conflict of interest about where to sen…
Yep, intel hardware didn't improve much, 9 year old i5 processors are enough even for modern gaming, if we plug GTX1060.
Intel always artificially gelded hardware (like making i5 without hyper-threading, so for rendering and other specific tasks i7 …
*I'm not sure if it helps (I've never worked with b2 physics, so maybe it's not what you're talking about).
Usually guys use PhysicsEditor:
for advanced 3d games, it's better to use Unity
or even UE4
there's awesome blueprints system with nativization, you will learn engine api and workflow faster (it will take just a year or two )
also it's interesting to know that nowadays even big…
btw some SkookumScript features are similar with Gideros async tasking
// Two consecutive commands - will execute one after the other.
guy._walk // Guy completes walk.
car._drive // Then car drives.
Unity is a plague
There're plenty of engines that have everything that is needed to build top class 2D games with twice as little code (convenient scripting languages like Lua), better perfomance, simpler workflow, etc.
But developers love the id…
I've tested 'getTextureRegion' vs 'pre-loaded value', attached gproj and profiler results.
If I understood Profiler correctly, pre-loaded values are 8-10x faster than getTextureRegion (383ms vs 4663ms).
(@pie I guess it's not 'texture pre-…
p.s. I see tiny optimization options, but they won't make difference, I'd not even call it 'optimization'.
I guess experienced folks can find something more fundamental
local function generateCoins(n)
local mathRandom=math.random --loca…
btw 'getTextureRegion' calls are unnecessary
(but I guess you already skipped them in your real project)
btw async call animation truly is more perfomant
with movieclip I have ~50fps when I spawn 300 roosters
while with asynccalls I can afford to spawn 570 roosters and still have same ~50fps
I didn't even optimize code, there's dedicated rooster:run()…