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CraftOS 2.0 - Dan's Secret Project

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#264 Bomb Bloke

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Posted 10 October 2015 - 01:35 AM

View Postapemanzilla, on 09 October 2015 - 11:38 PM, said:

Should have specified - the image contains hero (folder) and hero.zip (file) - I believe that he may have implemented a way to create and compress archives, which IIRC no one has been able to do yet because of the intensity of the currently used compression methods.

I'd be rather more inclined to assume he just used his "real" system interface to dump the zip there, then to extract it to the folder. But who knows? I guess I wouldn't be surprised either way. Java, for example, has zip capabilities built into its standard libraries.

There's nothing stopping coders from implementing a Lua zip compressor for ComputerCraft, though. Yeah, Lua isn't the most efficient language for the job, but by no means does that mean we aren't "able" to do it. From where I'm sitting, there just hasn't been much in the way of a point.

Within ComputerCraft, once you've compressed a file up you've gotta deal with the UTF-mangling that applies to any attempts to transmit the thing into / out of your Minecraft server. My Package script deals with that via base64, but it also applies LZW compression while it's at it, so there still isn't terribly much point in furthermore applying zip (that I can see, at least).

#265 ElvishJerricco

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Posted 10 October 2015 - 01:57 AM

View PostBomb Bloke, on 10 October 2015 - 01:35 AM, said:

I'd be rather more inclined to assume he just used his "real" system interface to dump the zip there, then to extract it to the folder. But who knows? I guess I wouldn't be surprised either way. Java, for example, has zip capabilities built into its standard libraries.

There's nothing stopping coders from implementing a Lua zip compressor for ComputerCraft, though. Yeah, Lua isn't the most efficient language for the job, but by no means does that mean we aren't "able" to do it. From where I'm sitting, there just hasn't been much in the way of a point.

Within ComputerCraft, once you've compressed a file up you've gotta deal with the UTF-mangling that applies to any attempts to transmit the thing into / out of your Minecraft server. My Package script deals with that via base64, but it also applies LZW compression while it's at it, so there still isn't terribly much point in furthermore applying zip (that I can see, at least).

Yea Grin uses Base64 and Zip with DEFLATE compression. It's... Cumbersome. The performance implications with the way CC does everything are pretty bad.

#266 Bomb Bloke

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Posted 10 October 2015 - 02:03 AM

Mind you, you never did strip out those sleep(0)'s...

#267 ElvishJerricco

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Posted 10 October 2015 - 02:23 AM

View PostBomb Bloke, on 10 October 2015 - 02:03 AM, said:

Mind you, you never did strip out those sleep(0)'s...

Lol yea but they're not the cause. They're only occurring once every 2 or 3 seconds, which means there's still 2 to 3 seconds of processing in between.

#268 apemanzilla

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Posted 10 October 2015 - 05:35 AM

View PostBomb Bloke, on 10 October 2015 - 02:03 AM, said:

Mind you, you never did strip out those sleep(0)'s...

If you did, you'd have a problem with larger files getting killed for not yielding.

#269 Bomb Bloke

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Posted 10 October 2015 - 07:00 AM

There's a better method for dealing with that.

#270 CraftedCart

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Posted 10 October 2015 - 01:14 PM

We know the name of the OS now. CraftOS 2.0 (https://twitter.com/...831463633719296)
And Dan made a pac-man game: https://www.youtube....eature=youtu.be

Also, SOUNDS! (.sfx files)
Posted Image
Pretty smooth framerates also

Edited by CraftedCart, 10 October 2015 - 01:19 PM.


#271 SquidDev

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Posted 10 October 2015 - 01:14 PM

Um. Ok. Wow!

This looks pretty impressive. I'm wondering what all those tools he is showing in the video do - looks like Dan has got a well developed framework for it already, though what it does, I don't know.

So looks like paint has been revamped. We knew about scrollbars before. Files now use file:close syntax instead, which personally I think is an improvement, though I'm not sure how he got it working with CC's object system - hoping some of the changes get reflected back into CC, unless it isn't even using Java.

There is definitely sound in there now - there is an editor for ".sfx" with volume, frequency, etc...

Edit: Ninja'd

Edited by SquidDev, 10 October 2015 - 01:20 PM.


#272 oeed

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Posted 10 October 2015 - 01:15 PM

Not gonna lie, that's pretty f••king cool.

Graphics are so smooth too.



From the YouTube video:

CraftOS is the Lua programmable, retro computing inspired, virtual operating system originally designed for the hit Minecraft mod "ComputerCraft". CraftOS 2.0 adds a wealth of new graphical and audio capabilities to CraftOS, with a focus on Game Development.

Edited by oeed, 10 October 2015 - 01:17 PM.


#273 CraftedCart

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Posted 10 October 2015 - 01:22 PM

View PostSquidDev, on 10 October 2015 - 01:14 PM, said:

Edit: Ninja'd

Heh Heh Heh... :3

#274 Creator

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Posted 10 October 2015 - 01:32 PM

This is overly amazing. When do we get the source code Dan. You're a god, even more godlike than GabeN. (Besides the FSM)

#275 oeed

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Posted 10 October 2015 - 01:32 PM

View PostSquidDev, on 10 October 2015 - 01:14 PM, said:

unless it isn't even using Java.
If it's performance increasing, which it probably would be, I hope it isn't.

I also want to know what version of Lua it's running now. He did seem to mention some months back that he's interested in 5.2.

View PostSquidDev, on 10 October 2015 - 01:14 PM, said:

There is definitely sound in there now - there is an editor for ".sfx" with volume, frequency, etc...
Ooooooo yes. Time for some OS sound effects :D


View PostCreator, on 10 October 2015 - 01:32 PM, said:

This is overly amazing. When do we get the source code Dan. You're a god, even more godlike than GabeN. (Besides the FSM)
Don't make your wishes too big ;)

Edited by oeed, 10 October 2015 - 01:33 PM.


#276 Creator

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Posted 10 October 2015 - 01:34 PM

@oeed, you're fast to respond!

#277 Bomb Bloke

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Posted 10 October 2015 - 01:35 PM

View Postoeed, on 10 October 2015 - 01:32 PM, said:

I also want to know what version of Lua it's running now. He did seem to mention some months back that he's interested in 5.2.

I was wondering that myself, just earlier today. 5.2 does seem likely, given what we've got to go by, but that isn't much.

#278 oeed

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Posted 10 October 2015 - 01:37 PM

View PostCreator, on 10 October 2015 - 01:34 PM, said:

@oeed, you're fast to respond!
I get email alerts for threads I follow, which, at the moment, is basically just this one.

View PostBomb Bloke, on 10 October 2015 - 01:35 PM, said:

View Postoeed, on 10 October 2015 - 01:32 PM, said:

I also want to know what version of Lua it's running now. He did seem to mention some months back that he's interested in 5.2.

I was wondering that myself, just earlier today. 5.2 does seem likely, given what we've got to go by, but that isn't much.
I noticed that 5.3 is out now, I know zero about it, but that's possible too.

Hopefully it uses LuaJIT too.

#279 CraftedCart

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Posted 10 October 2015 - 01:42 PM

Well then: Dan's here again
(Hi! - Good job on your Pac-Man game)
Posted Image

Edited by CraftedCart, 10 October 2015 - 01:43 PM.


#280 oeed

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Posted 10 October 2015 - 01:49 PM

Actually, one other thing I'd loooove is mouse hover events. You could probably just use mouse_move like mouse_drag but fire when it's not held.

That fits in to the game theme ;)

Edited by oeed, 10 October 2015 - 01:49 PM.


#281 SquidDev

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Posted 10 October 2015 - 01:50 PM

View Postoeed, on 10 October 2015 - 01:37 PM, said:

I noticed that 5.3 is out now, I know zero about it, but that's possible too.

Hopefully it uses LuaJIT too.

Ohhh, Lua 5.3 would be nice, mainly for binary operators. LuaJIT would mean that anything using lua bytecode (such as JVML-JIT) would have to have a total rewrite, but would still be pretty awesome!

#282 CraftedCart

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Posted 10 October 2015 - 01:52 PM

 oeed, on 10 October 2015 - 01:49 PM, said:

Actually, one other thing I'd loooove is mouse hover events. You could probably just use mouse_move like mouse_drag but fire when it's not held.

That fits in to the game theme ;)

Yes!, mouse x and y variables may be better though
(Or do you mean hover as in park your mouse for a second or 2? - Still, mouse XY Vars would be nice)

Edited by CraftedCart, 10 October 2015 - 02:15 PM.


#283 Creator

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Posted 10 October 2015 - 02:44 PM

I would like to have getMousePos() and isMousePressed() and isKeyPressed(key).

@oeed, how do you get the e-mails?

Edited by Creator, 10 October 2015 - 02:45 PM.






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