Lua libcurl

  • #10, by darren-beckettSunday, 19. March 2017, 22:09 7 years ago
    Don't worry Seb, you don't need to do any of this stuff to make an awesome game.

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  • #11, by darren-beckettSunday, 19. March 2017, 22:11 7 years ago
    Don't worry Seb, you don't need to do any of this stuff to make an awesome game.

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  • #12, by sebastianSunday, 19. March 2017, 22:43 7 years ago
    I know °(  ^__^)°. But the overall lack of documentation is still sad °("p__p)°

    I for myself had to learn a lot by myself and did a bunch of hit & misses and guessing to achieve the wanted game mechanics i need. 

    Digging in the forums is the only source of information to get the newest features explained -the wiki doesnt help here (even for some older features). 

    ...When found a small forum post about e.g. lib curl or shaders then with the expection that you know how the devs implemented a feature but never showed good (step by step) example for beginners. Espacially for those who need the (in-deph) tutorial to dare to get started with this anyway razz 

    I mean: 
    I'm okay with it right now. Im experienced enough to get the things done i need  °(- v -  wink°.

    But i guess there are a lot of people who are afraid of doing such cool stuff are even consider using Visionaire Studio as an engine of choice is that the documentation is -especially for the new features- veeeeeery~ sparse. It's a selling point and i don't get it why  a full documentation is not really forced by the team. 
    I know the team is small. I know there are also other projects they habe on the calendar, I know there is a lot of help needed from the community and they even posted this from time to time in the forum... with more or less success^^

    (this is not a rant. when reading this: imagine im speaking in the voice of some wise zen master and drinking some earl grey tea)

    Hope to see some improvement in the furure (>^__^)>

    kind regards
    Sebastian

    PS: old school smileys, yaaaaay https://cl.ly/1i3V0a2c2z3k/Image%202017-03-19%20at%2010.45.45%20PM.png

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  • #13, by afrlmeSunday, 19. March 2017, 23:26 7 years ago
    @ Sebastian: maybe you should consider sorting out some of the documentation then? wink

    I am just a regular forum / Visionaire Studio user like you. I don't have in-depth knowledge into the inner workings of VS or access to the source code, so all the help I provide on the forum/wiki, is mostly stuff I've figured out myself or have based on logic. Mostly logic, simple as that.

    I have no idea how libCurl works either, or the openGL shader stuff. I'm not very savvy in C.

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  • #14, by SimonSSunday, 19. March 2017, 23:46 7 years ago
    Well sometimes even I miss the documentation, when I need to lookup how some functions work. But only Alex, David and me can write the documentation for that and it takes time. I already have a working system for faster documentation, but it takes me a long time to document all existing features and usage cases.

    Will look like this:

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  • #15, by sebastianSunday, 19. March 2017, 23:50 7 years ago
    I already helped a bit filling a chapter of the new book on the books page but had to stop because of time reasons. That was before the new website went live. 
    It seems that marvel didn't finish it further as well razz

    I planned to do an own hand book/tutorial book since over one year, but waited because of the "soon release" of VS5... grin

    I don't want to redo the tutorials after the gui change of the engine... So i patiently waiting to have a good reason to get started with this. 
    But in my eyes the normal documentation should be done by the dev team. They know best what works how and especially can deliver a complete documentation . 

    Ps: no stress, guys^^ as mentioned im not the one who has problems to wait for the documentation , but im afraid that a lot of opportunities are missed because people dont want to use a half documented engine ^^

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  • #16, by SimonSSunday, 19. March 2017, 23:54 7 years ago
    You're talking about the book, that's a different point. I'm talking about the reference documentation, lists the advanced features with in-depth info and especially lua features.

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  • #17, by sebastianSunday, 19. March 2017, 23:56 7 years ago
    You're talking about the book, that's a different point. I'm talking about the reference documentation, lists the advanced features with in-depth info and especially lua features.

    kinda both ^^


    EDIT:

    reading my above posts it sounds a lot like complaining and frustration... 

    in fact the opposite is the case. I'd like to thank all of the team and volunteers for the great work they did over the past years smile 

    All in all you guys develop a great engine and i love to do stuff with it. Especially using the Lua scripts to break the boundaries a bit. 

    I guess its just a matter of time to have a satisfying solution for the docs and presenting all new features of a (sub) version of the engine. Maybe the feature/bugfix list of each release should also be posted in the wiki - having them in the blog or forums makes them untracable over time smile

    best regards

    Sebastian 

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  • #18, by darren-beckettMonday, 20. March 2017, 15:31 7 years ago
    You need to draw the sprite yourself like you did in the initial code:
    graphics.drawSprite(sprite)

    I cannot get this to work.

    The log shows the sprite is not nil, but it doesn't get displayed, also, no errors.
    print("Memory File Test")
    
    downloadMemory("http://www.xyz/test.png", function(s,code,param) 
    
      sprite = graphics.loadMemoryPNG(s)
    
    
      if sprite == nil then
    
       print("Sprite is null")
    
      end
    
    
    
      graphics.drawSprite(sprite)
    
      --sprite.position = {x = 300, y = 300}
    
     end)

    Is there any info on the graphics object?

    Examples
    It would be great if there were some ved's to download which contain examples of these features working.

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  • #19, by afrlmeMonday, 20. March 2017, 15:45 7 years ago
    heh! only problem with that is, if Simon stops to work on creating ved examples & documentation for everything then while he's doing that no work would be done on the engine itself. - more a case of needing additional developers to lighten/spread the workload around. Simon only has (I assume) 2 hands / arms - unless he's some kind of magical multi-tasking mutant/wizard.
    http://img08.deviantart.net/b3b0/i/2006/088/b/a/_shakeshark__by_taimotive.gif
    P.S: @ Thomas: if you see this message, would you please consider adding this :shakeshark: emoticon into VS emoticons please!? There's so many posts that warrant being :shakeshark:'d at here! wink

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  • #20, by darren-beckettMonday, 20. March 2017, 17:30 7 years ago
    heh! only problem with that is, if Simon stops to work on creating ved examples & documentation for everything then while he's doing that no work would be done on the engine itself. - more a case of needing additional developers to lighten/spread the workload around.
    I'm 100% sure that Simon doesn't release code without running at least a couple of tests :-)

    My suggestion would be to have a standard VED that any new code can be dropped into, we would then have a tested and runnable example of the new feature.

    We appreciate Simon taking the time to post on the forum, but 5 minutes of his time to produce the example ved, would mean less time replying to us on to the forum.

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