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making

Érico Porto ericoporto

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// room script file
struct Particle{
int iframe;
Overlay* ovr;
int center_x;
int center_y;
float radius;
};
Particle particles[1000];
// room script file
struct Particle{
int iframe;
Overlay* ovr;
int center_x;
int center_y;
float radius;
};
Particle particles[1000];
@ericoporto
ericoporto / ImGuiUtils.h
Created January 6, 2020 15:40 — forked from dougbinks/ImGuiUtils.h
ImGuiUtils.h with TextURL
#pragma once
#include "RuntimeImGui.h"
#include "RuntimeInclude.h"
RUNTIME_MODIFIABLE_INCLUDE;
#include "IconsFontAwesome.h" // from https://github.com/juliettef/IconFontCppHeaders
#include "PlatformUtils.h"
namespace ImGui
1..44
ok 1 - FloatToInt(10.7, eRoundDown) == 10
ok 2 - FloatToInt(10.7, eRoundUp) == 11
ok 3 - FloatToInt(10.7, eRoundNearest) == 11
ok 4 - 54.999 <= IntToFloat(55) <= 55.001
ok 5 - -0.001 <= Maths.ArcCos(1.0) <= 0.001
ok 6 - 1.569 <= Maths.ArcCos(0.0) <= 1.571
ok 7 - -0.001 <= Maths.ArcSin(0.0) <= 0.001
ok 8 - 1.569 <= Maths.ArcSin(1.0) <= 1.571
ok 9 - 0.784 <= Maths.ArcTan(1.0) <= 0.786

Recently, many different developers have looked into AGS with the expectation of using it for developing high resolution games. At the same time, they have reported different problems when using AGS regarding performance, either sprite loading is slow, or they hit memory limits, or they get stuttering animation.

At the same time, it's apparent AGS developers lacks a tiny game, even better if the project is open sourced, that uses high resolution assets where all these reported problems reproduce so profiling and testing can help trace bottlenecks.

This issue is for gathering these reports and so there can be discussion around this goal and related issues that already exist can be linked here and smaller tasks that enable reaching the goal of using AGS with high resolution assets and making high resolution games.

This issue is not about fundamental changes in how AGS works (no discussion on skeletal animation or vectorial games). Also issues with AGS Scripting or other possible performance issues, not rela

struct stackObj {
int num_;
int min_; // We track min in the stackObject.
stackObj* nextItem_;
stackObj(int num, stackObj* nextItem = nullptr) : num_(num), min_(num), nextItem_(nextItem) {};
}; // The min of a stackObj is initially itself. Later it is compared to the item below it.
class MinStack {
private:
int size_;
@ericoporto
ericoporto / namegen.asc
Last active November 9, 2019 01:48
WIP
// Fantasy name generator AGS Module Script
#region CREATE_WORD_TABLES
//---- CREATE WORD TABLES -----------------------------
String _symbol_s[];
String _symbol_v[];
String _symbol_big_v[];
String _symbol_c[];
String _symbol_big_b[];
@ericoporto
ericoporto / simpleLicense.sol
Created November 1, 2019 12:09
exercise: Simple contract to store software licenses in solidity
pragma solidity ^0.5.11;
contract SoftwareLicense {
struct License {
uint serial;
address user;
uint datetime;
}
@ericoporto
ericoporto / fund.sol
Last active November 1, 2019 01:38
A game like Ethereum fund in Solidity
pragma solidity ^0.5.11;
contract Fund {
address payable manager = msg.sender;
uint reserve = 0;
uint redemptionFee = 100;
struct Account{
uint balance;
bool isValid;