#121
Posted 28 June 2015 - 06:13 PM
Most of the core system is done. Rendering (apart from a little bug you'll see below), many views, events and, just in past 30 minutes, TEXT RENDERING
It's kinda freakishly fast, there's never really any lag at all. Bedrock runs like a turtle compared to this, and it's 50 times the amount of pixels. We probably won't be having any beta for a while, maybe once Dan releases the beta. Things like the animated progress bar are super cool, the whole thing just feels more...real.
We just got text rendering down now, it's only bitmap at this stage though. We will have vector fonts soon, but we need to sort out the path drawing issues first. Fonts are easily defined, Ben made a converter from paint to the font format, so we'll likely have a font designing app with the OS or otherwise available. They're also not monospaced too. The font below also supports characters like åéü¢ and many more. Basically all ASCII characters (although there seems to be a small issue at the moment).
Ignore the check, menu arrow and window button symbols. They're not drawing correctly at the moment. The font's also brand new, so it'll have issues and be touched up over time.
So, here's to hoping very highly that Dan does in fact release this soonish.
#122
Posted 28 June 2015 - 06:20 PM
oeed, on 28 June 2015 - 06:13 PM, said:
Most of the core system is done. Rendering (apart from a little bug you'll see below), many views, events and, just in past 30 minutes, TEXT RENDERING
It's kinda freakishly fast, there's never really any lag at all. Bedrock runs like a turtle compared to this, and it's 50 times the amount of pixels. We probably won't be having any beta for a while, maybe once Dan releases the beta. Things like the animated progress bar are super cool, the whole thing just feels more...real.
We just got text rendering down now, it's only bitmap at this stage though. We will have vector fonts soon, but we need to sort out the path drawing issues first. Fonts are easily defined, Ben made a converter from paint to the font format, so we'll likely have a font designing app with the OS or otherwise available. They're also not monospaced too. The font below also supports characters like åéü¢ and many more. Basically all ASCII characters (although there seems to be a small issue at the moment).
Ignore the check, menu arrow and window button symbols. They're not drawing correctly at the moment. The font's also brand new, so it'll have issues and be touched up over time.
So, here's to hoping very highly that Dan does in fact release this soonish.
#123
Posted 28 June 2015 - 06:34 PM
oeed, on 28 June 2015 - 06:13 PM, said:
Most of the core system is done. Rendering (apart from a little bug you'll see below), many views, events and, just in past 30 minutes, TEXT RENDERING
It's kinda freakishly fast, there's never really any lag at all. Bedrock runs like a turtle compared to this, and it's 50 times the amount of pixels. We probably won't be having any beta for a while, maybe once Dan releases the beta. Things like the animated progress bar are super cool, the whole thing just feels more...real.
We just got text rendering down now, it's only bitmap at this stage though. We will have vector fonts soon, but we need to sort out the path drawing issues first. Fonts are easily defined, Ben made a converter from paint to the font format, so we'll likely have a font designing app with the OS or otherwise available. They're also not monospaced too. The font below also supports characters like åéü¢ and many more. Basically all ASCII characters (although there seems to be a small issue at the moment).
Ignore the check, menu arrow and window button symbols. They're not drawing correctly at the moment. The font's also brand new, so it'll have issues and be touched up over time.
So, here's to hoping very highly that Dan does in fact release this soonish.
Can you show us how you modified the emulator?
#124
Posted 29 June 2015 - 05:35 AM
Dr. Poof, on 28 June 2015 - 06:20 PM, said:
Done, everyone's welcome to join. https://gitter.im/oeed/Silica
Creator, on 28 June 2015 - 06:34 PM, said:
Basically I just got an emulator and changed the pixels sizes and number of pixels while turning of font rendering. However, I can't give it to you because we don't have permission unfortunately.
#125
Posted 29 June 2015 - 06:51 PM
#126
Posted 29 June 2015 - 08:27 PM
oeed, on 28 June 2015 - 06:13 PM, said:
How is it running faster than bedrock? It surely wouldn't be able to do this in real minecraft. How have you even gotten the emulator to run this fast? I am so confused!
You are rendering everything with raw pixels, not even using text. This surely cannot be faster than the current rendering!!!
Edited by Geforce Fan, 29 June 2015 - 08:28 PM.
#127
Posted 29 June 2015 - 08:59 PM
#128
Posted 30 June 2015 - 02:18 AM
Creator, on 29 June 2015 - 06:51 PM, said:
Geforce Fan, on 29 June 2015 - 08:27 PM, said:
You are rendering everything with raw pixels, not even using text. This surely cannot be faster than the current rendering!!!
Well, apart from what Ben said, Bedrock was hopelessly inefficient. I didn't really know at the time, but looking back it's no wonder it's so slow. We'll have to wait and see for how it'll run in game though.
Edited by oeed, 30 June 2015 - 02:34 AM.
#129
Posted 30 June 2015 - 02:12 PM
#131
Posted 05 July 2015 - 03:28 PM
Quote
So .
Edited by SquidDev, 05 July 2015 - 03:28 PM.
#132
Posted 05 July 2015 - 04:49 PM
SquidDev, on 05 July 2015 - 03:28 PM, said:
Quote
So .
Well, Dan did say at the very start that he was working on a new project that was a game. But the good part is that it is based on CC, the APIs are probably similar too so I think the new game will come along just fine
#133
Posted 05 July 2015 - 04:58 PM
MKlegoman357, on 05 July 2015 - 04:49 PM, said:
I'm not that fussed as long as it is backwards compatible with CC. After all most of my projects are not Minecraft related and so would work on it. It is still going to be very, very cool.
#134
Posted 05 July 2015 - 05:08 PM
#135
Posted 05 July 2015 - 06:53 PM
(Suggestion for dan200, open computers may have a good way, I don't actually know as I haven't looked at their source. But it's an idea, it could also help with the Lua update that has been hinted to be in the works.)
Edited by Lupus590, 05 July 2015 - 06:54 PM.
#136
Posted 05 July 2015 - 07:32 PM
#137
Posted 05 July 2015 - 09:45 PM
Lupus590, on 05 July 2015 - 06:53 PM, said:
(Suggestion for dan200, open computers may have a good way, I don't actually know as I haven't looked at their source. But it's an idea, it could also help with the Lua update that has been hinted to be in the works.)
#138
Posted 06 July 2015 - 12:41 AM
SquidDev, on 05 July 2015 - 03:28 PM, said:
Quote
So .
You know, depending on what form it takes, it could be better. If it's simply running like most emulators at the moment, then to be honest I might be a little disappointed. But if it's something where you can actually go around and interact with stuff or even like Infinifactory (which Dan has been playing a lot recently), that'd be cool. It would just seem a step backward if all it was was essentially an emulator. Excited to see where it leads... and hoping to hear some more specifics *wink* *wink* *nudge* *nudge*
Starup85, on 05 July 2015 - 05:08 PM, said:
Edited by oeed, 06 July 2015 - 12:43 AM.
#140
Posted 09 July 2015 - 12:43 PM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users