I was wondering same question some time ago. It would be very handy to have possibility to read / write pixel color. This feature would make possible to create awesome effects and custom filters. @atilim Can we have that in roadmap, please?
If we could write too, then we could combine the drawing widget work for the arc to draw once to an image and then won't need to redraw on every frame enter event. This is similar to xwindows pixmap approach
@andron@chipster123 OpenGL doesn't like reading/writing pixels. But render to texture or rendering targets can provide a good solution to these kinds of problems.
Reading and writing could be very handy for numerous uses as mentioned by the other two posters. For me at the moment it was just reading I was looking for.
One thing I don't want to see with Gideros is just another great for physics based games language. If possible things like get and set pixel would allow fx etc that are currently impossible.
I seem to be hitting brick walls a lot when trying to marry my imagination with the language. Take a look at most of my questions with a negative answer.
Physics are nice to have but most of the other languages have physics so no real differences there.
How about some of the traditional classic ways of coding games where you can get and set pixels, draw and get things from buffer etc. The kind of things that would help take Gideros out of the "oh we can also do that too type thing" to "yes we can do that but we can also do this" and therefore allow developers to really push what can be done in a game to get interest from reviewers and players.
Doing another physics puzzler doesn't quite grab the attention it might have done in the past.
Not sure if I am making myself clear or not. This is also not a rant but a thought process that has led me to wonder how can I do something different enough to get noticed in the group of 50,000 games out there on the ios store alone.
Can we have a list of what we are in need, to make Gideros Studio a better product than today? If we can collect them and finalize, then we could submit these as features and wishlists to Gideros bugtracker.
Completely agreed with @mykyl66, couldn't say better =D> Short list what I often use developing games in flash: - masks, in some cases dynamic masks - filters: blur, glow, shadows or combinations of those
I'm really missing filters in Gideros. @gorkem can you add them to wishlist, please?
Cool stuff. Do you hate us yet for always want want wanting things? Like spoiled little kids wanting more and more sweets.
For me, I just want as much freedom as possible to imagine new things with the side effect of making Gideros something that really stands out from the crowd.
Hi, Is that feature going to be available soon in Gideros? I encountered the need to use a heightmap and was wondering if I should be patient or move to another task?
Well, there is an undocumented feature, which was released as experiment, but was both inefficient (separately loading texture) and not very practical(working with bits, you will need any bit plugin) and will be removed/changed in Gideros 2.0 But if you are up to it (understanding that you might have to rewrite the logic later) you can try it out: http://www.giderosmobile.com/forum/discussion/749/gideros-getpixel/p1
But to answer your question, there will be such feature available, once we come up with proper API design and more efficient usability
Comments
@atilim Can we have that in roadmap, please?
Mike
http://www.sharksoupstudios.com
Mike
http://www.sharksoupstudios.com
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
I seem to be hitting brick walls a lot when trying to marry my imagination with the language. Take a look at most of my questions with a negative answer.
Physics are nice to have but most of the other languages have physics so no real differences there.
How about some of the traditional classic ways of coding games where you can get and set pixels, draw and get things from buffer etc. The kind of things that would help take Gideros out of the "oh we can also do that too type thing" to "yes we can do that but we can also do this" and therefore allow developers to really push what can be done in a game to get interest from reviewers and players.
Doing another physics puzzler doesn't quite grab the attention it might have done in the past.
Not sure if I am making myself clear or not. This is also not a rant but a thought process that has led me to wonder how can I do something different enough to get noticed in the group of 50,000 games out there on the ios store alone.
Mike
Likes: moopf, andron, atilim
http://www.sharksoupstudios.com
Short list what I often use developing games in flash:
- masks, in some cases dynamic masks
- filters: blur, glow, shadows or combinations of those
I'm really missing filters in Gideros. @gorkem can you add them to wishlist, please?
3D Transforms
2.5D transforms
Lighting
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
Do you hate us yet for always want want wanting things?
Like spoiled little kids wanting more and more sweets.
For me, I just want as much freedom as possible to imagine new things with the side effect of making Gideros something that really stands out from the crowd.
Mike
http://www.sharksoupstudios.com
http://bugs.giderosmobile.com/issues/67
Masks, shaders, 2.5/3D transforms and lighting are currently planned in the future, but not entered as a bug. We need to discuss these thoroughly.
Likes: duke2017
Is that feature going to be available soon in Gideros?
I encountered the need to use a heightmap and was wondering if I should be patient or move to another task?
But if you are up to it (understanding that you might have to rewrite the logic later) you can try it out:
http://www.giderosmobile.com/forum/discussion/749/gideros-getpixel/p1
But to answer your question, there will be such feature available, once we come up with proper API design and more efficient usability
Inefficient + not practical + will be changed (+ rewrite in the future)
I would be crazy to even get started with it
thanks