01-30-2014, 11:01 AM
@Ahzoh : I'm not such a lost cause, already getting some Java-related programming down!
-
EDIT : I've edited this entry after slightly figuring out a problem I was having.
Speaking of Java; I've now got very functional GameApp (window), Engine and Timing classes created! Here is what the Main does in the Ruby-half of the code...
The GameApp window has many, many functions compared to RPG Maker's "Game.exe" application, allowing live changes during run time (such as resizing, full-screen settings, title changing, auto-centering etc.) The Engine module (with help from Timing) handles the updates of the very core systems (think Audio, Graphics, Input, Keyboard, Mouse, things of that nature.) Changing resolution on the fly shouldn't be that big of a deal, it appears there are great ways of auto-scaling and such (though I've yet to personally implement 'em.)
The only odd thing that I haven't figured out is how to properly set the Engine#frame_rate which, if left unregulated, runs at about 120,000 FPS. The way it is now, if one wants a target FPS of 60, they've gotta set Engine.target_FPS = 0.0005, which is a strange number. Eventually, they'll be able to do Engine.target_FPS = 60 and it'll convert that magic number (ie 0.0005) based on current system performance and some VSync magic.
-
EDIT : I've edited this entry after slightly figuring out a problem I was having.
Speaking of Java; I've now got very functional GameApp (window), Engine and Timing classes created! Here is what the Main does in the Ruby-half of the code...
Content Hidden
The GameApp window has many, many functions compared to RPG Maker's "Game.exe" application, allowing live changes during run time (such as resizing, full-screen settings, title changing, auto-centering etc.) The Engine module (with help from Timing) handles the updates of the very core systems (think Audio, Graphics, Input, Keyboard, Mouse, things of that nature.) Changing resolution on the fly shouldn't be that big of a deal, it appears there are great ways of auto-scaling and such (though I've yet to personally implement 'em.)
The only odd thing that I haven't figured out is how to properly set the Engine#frame_rate which, if left unregulated, runs at about 120,000 FPS. The way it is now, if one wants a target FPS of 60, they've gotta set Engine.target_FPS = 0.0005, which is a strange number. Eventually, they'll be able to do Engine.target_FPS = 60 and it'll convert that magic number (ie 0.0005) based on current system performance and some VSync magic.