June 18, 2019, 06:44:13 AM

Author Topic: AGK framework  (Read 1212 times)

Online sphinx

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AGK framework
« on: September 14, 2017, 05:20:40 PM »
I bought AGK, any framework for it to ease things up?!
Kind regards,
Maher F. Farag
www.ancientsoft.com
www.osakit.com

Offline Steve Elliott

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Re: AGK framework
« Reply #1 on: September 14, 2017, 05:57:26 PM »
My advice would be to look at the demo programs that come with AGK.  See how things are done in code, and start moving sprites about in your own program.

Look at 3d later if that's your goal.
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Online sphinx

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Re: AGK framework
« Reply #2 on: September 14, 2017, 06:43:41 PM »
My advice would be to look at the demo programs that come with AGK.  See how things are done in code, and start moving sprites about in your own program.

Look at 3d later if that's your goal.

Thanks Steve, that's what I am doing already.
Just was looking for something to speed up working like scene management, GUI, saving and loading files...etc.
Kind regards,
Maher F. Farag
www.ancientsoft.com
www.osakit.com

Offline Steve Elliott

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Re: AGK framework
« Reply #3 on: September 14, 2017, 07:26:41 PM »
Well don't re-invent the wheel if possible.  Ask at the AGK Forum (they're very helpful)...

But you might need to get a basic framework of your own going...Although, AGK is pretty straight forward - at least for the basics.  Then build on that.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Online sphinx

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Re: AGK framework
« Reply #4 on: September 15, 2017, 05:05:38 PM »
Well don't re-invent the wheel if possible.  Ask at the AGK Forum (they're very helpful)...

But you might need to get a basic framework of your own going...Although, AGK is pretty straight forward - at least for the basics.  Then build on that.
You'r right, after trying it for a few hours it looks like it is gonna be a lot of fun :)
Kind regards,
Maher F. Farag
www.ancientsoft.com
www.osakit.com

Offline Steve Elliott

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Re: AGK framework
« Reply #5 on: September 15, 2017, 05:13:36 PM »
Cool - enjoy  :)
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline Rick Nasher

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Re: AGK framework
« Reply #6 on: September 15, 2017, 07:52:06 PM »
I'm *still* working (on and off due to health/work)on creating a decent switchable 1st/3rd person cam that works on terrain and static and dynamic  objects(such as moving platforms, NPC's) as well, without physics at first for flexibility and for it to be as generic as possible, so would fit all 3d game types.

But so far nogo yet..
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Online sphinx

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Re: AGK framework
« Reply #7 on: September 15, 2017, 08:34:33 PM »
I'm *still* working (on and off due to health/work)on creating a decent switchable 1st/3rd person cam that works on terrain and static and dynamic  objects(such as moving platforms, NPC's) as well, without physics at first for flexibility and for it to be as generic as possible, so would fit all 3d game types.

But so far nogo yet..

Best wishes :)
Kind regards,
Maher F. Farag
www.ancientsoft.com
www.osakit.com