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Author Topic: Monkey & AGK  (Read 54941 times)
T_M_C
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« Reply #210 on: August 10, 2013, 10:22:54 AM »

Congrats.

Thats good news.  Smiley

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« Reply #211 on: September 16, 2013, 05:44:29 PM »

AGK render to image looking good.  I see a mono shaped silhouette coming over the horizon.


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T_M_C
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« Reply #212 on: September 17, 2013, 09:46:40 AM »

Thats quite impressive.

What 3d engine is it using there ?

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« Reply #213 on: September 17, 2013, 07:22:56 PM »

Thats quite impressive.

What 3d engine is it using there ?
The 3D is just AGK which hooks into OpenGL.  All the 3D basics, lights, shaders etc are already supported.
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« Reply #214 on: September 18, 2013, 10:14:15 AM »

Ahh ok.

Cool.

Blitzmax does the same.

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« Reply #215 on: September 23, 2013, 06:35:23 PM »

AGK with full screen shaderzzz now.  Hopefully all the mono distortion shaders I've already written will work with no modification.

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« Reply #216 on: September 24, 2013, 09:54:36 AM »

Excellent.

AGK is sounding quite powerful now.

I wonder how Monkey compares.
I havn't checked in ages.

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« Reply #217 on: September 24, 2013, 09:06:23 PM »

I wonder how Monkey compares.
I havn't checked in ages.
I still check the Monkey forums occasionally.

Ignoring graphical performance (as it's difficult to compare the two) then purely based on features Monkey is slightly better than AGK, but only when you add in the community created stuff (AGK Basic cant be expanded).  However AGK seems a lot easier to set-up and compile stuff, with Monkey requiring a bit more tinkering to get it to work.

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JDog053
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« Reply #218 on: September 25, 2013, 10:01:25 AM »

This bodes well for mono! Cheesy
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« Reply #219 on: September 25, 2013, 01:57:06 PM »

This bodes well for mono! Cheesy
Yup it's what I've bee waiting for. Smiley

Now I just need to decide where it fits into my plans once I release 1982.
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« Reply #220 on: October 28, 2013, 10:55:29 PM »

The latest AGK update from their Kickstarter campaign.  Not hugely exciting to look at.  Particles, shape drawing and, best of all for me, a bunch of new sound commands.

Next up is OUYA support, Spine support and Improved memblock commands.  First beta should be out at the beginning of December.  I wrote mono one Christmas holiday....with all the new commands I need, I might attempt to do the same with the sequel.  BunnyMonkey!

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« Reply #221 on: December 22, 2013, 08:35:49 PM »

The kickstarter funded AGK V2 has been released in beta form.  As usual I'll wait until all the kinks are ironed out, but it's good to know it's fairly on track with what they predicted....we all know how much coding projects can slip.  Tongue

Plenty of commands in it that I want to use so I hope any bugs are ironed out quickly.  BunnyMonkey!
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« Reply #222 on: January 03, 2014, 05:00:23 PM »

Lua for AGK?  Never used it in any form before, but I think it might be an alternative to my own <dodo> scripting language that I write all my games in so I really should look into it some time.

http://forum.thegamecreators.com/?m=forum_view&t=209330&b=48
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« Reply #223 on: January 16, 2014, 06:26:18 PM »

bullet was not fully integrated into NB /NF properly IMO .  even so its great .

I know Aaron did a shed load of work on the AGK compiler , faster better stronger !

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« Reply #224 on: January 16, 2014, 08:01:53 PM »

I know Aaron did a shed load of work on the AGK compiler , faster better stronger !
Really?  Reading the Apollo  forum a while ago they needed some compiler changes and I got the impression Lee was the only one who worked on that so they had to wait until he was free.

Getting extra help makes sense mind.  With DBPro, FPSC, AGK and a bunch of other projects, they do have a lot to handle for what seems to be a 2 man coding team.
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