July 19, 2019, 01:33:29 AM

Author Topic: AGK Studio - Feature Requests..  (Read 3577 times)

Offline Steve Elliott

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Re: AGK Studio - Feature Requests..
« Reply #15 on: May 07, 2019, 09:40:19 PM »
IMO C++ these days is an over engineered, over complicated language.  Because they keep adding and adding and adding, and changing.  C with some basic C++ features is where sanity prevails I think.

As for memory management I prefer C++ for games because you really need to be in control of when memory is released to keep things running smoothly.
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Offline Qube

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Re: AGK Studio - Feature Requests..
« Reply #16 on: May 07, 2019, 10:22:23 PM »
Quote
Stos was excellent in it's day but still too slow to be of any real use
I never had an Atari ST but I know AMOS / AMOS Pro was no better in the speed department. In AMOS anything more than a handful of sprites / bob's would result in slow down. It was terrible for that. As Steve said, the compiler helped but it wasn't suited for arcade games. Blitz was far superior in that department.

Having said that I did love AMOS Pro and wrote a few games and apps with it. It had a great charm about it but I just wished it was faster for games.
Until the next time...

Offline GaborD

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Re: AGK Studio - Feature Requests..
« Reply #17 on: May 08, 2019, 01:56:00 AM »
Language discussion: For indie 3D games the important languages are GLSL and HLSL.  :P
Those are the ones that will make or break how your game looks and performs. You could even argue the same for 2D.
With the exception of some very specific game types like heavy simulations (but even those could be powered by the GPU) the CPU side game loop will run fast enough anyway, no matter the language.
I would even argue coding altogether (including the shaders) is not the important part, but rather your knowledge as game designer, tech artist and as 3D artist. But that's kinda off-topic.

Offline GaborD

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Re: AGK Studio - Feature Requests..
« Reply #18 on: May 08, 2019, 02:00:25 AM »
Original topic: good suggestions.

- agree on Physics, a feature rich stable fast system would be great to have.
- async loading, yes please. Very useful for a lot of users. You can kinda fake it with memblocks and whatnot, but meh. Huge hassle. Should be supported engine side.
- vertex commands - yes good addition, the current memblock based system is very cumbersome to use. NB had some really simple to use commands for these things, something similar would be great.
- 3D editor: yes, but as addon. It shouldn't mess with the core systems or force you to jump through hoops to customize rendering. Because right now, anyone who is going for a bit higher quality has a custom render chain set up and needs to make their own custom editors for their sytems and projects.
- spotlights... that's very specific :), I'd say they need to rework the entire rendering chain, and especially lighting. Make it a bit more modern. I think this costs them a ton of potential customers at the moment. AGK has the power to look fantastic, it should do so out of the box.

Offline Pfaber11

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Re: AGK Studio - Feature Requests..
« Reply #19 on: May 08, 2019, 12:14:14 PM »
yes I know what you guys are saying is good advice and I still have python on my computer . Have a really excellent day.

Offline Qube

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Re: AGK Studio - Feature Requests..
« Reply #20 on: May 08, 2019, 04:57:04 PM »
Original topic: good suggestions.

- agree on Physics, a feature rich stable fast system would be great to have.
- async loading, yes please. Very useful for a lot of users. You can kinda fake it with memblocks and whatnot, but meh. Huge hassle. Should be supported engine side.
- vertex commands - yes good addition, the current memblock based system is very cumbersome to use. NB had some really simple to use commands for these things, something similar would be great.
- 3D editor: yes, but as addon. It shouldn't mess with the core systems or force you to jump through hoops to customize rendering. Because right now, anyone who is going for a bit higher quality has a custom render chain set up and needs to make their own custom editors for their sytems and projects.
- spotlights... that's very specific :), I'd say they need to rework the entire rendering chain, and especially lighting. Make it a bit more modern. I think this costs them a ton of potential customers at the moment. AGK has the power to look fantastic, it should do so out of the box.
Agree to all that :) - I do hope after they get the Vulkan engine in they go about improving the whole 3D side as it really could do with a better system. At a basic level I'd like to see improved shadows and lighting ( volumetric lighting would be nice to have ). Also cube mapping would he handy along with full FULL support for the FBX file format.
Until the next time...

Offline Pfaber11

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Re: AGK Studio - Feature Requests..
« Reply #21 on: May 08, 2019, 10:28:19 PM »
We want to have machine code please.

Offline Rick Nasher

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Re: AGK Studio - Feature Requests..
« Reply #22 on: May 09, 2019, 06:48:23 PM »
If you like the features I've requested than please add your +1 on GitHub here:
https://github.com/TheGameCreators/AGK-Studio/issues/180

That way we have a higher chance of getting them implemented, otherwise I'd be just one man in the crowd, screaming for help.


I've also requested  " Append Toolbar to Menu" as in the new AGC2/Classic Geany.

https://github.com/TheGameCreators/AGK-Studio/issues/328

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 B3D + physics + shaders + X-platform = AGK!
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