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License: BSD 3-Clause "New" or "Revised" License
The Ruby Game Universal (RGU) Project
License: BSD 3-Clause "New" or "Revised" License
After reviewing common extensions to the Bitmap class, it's evident that shapes such as lines, circles, triangles, polygons, isogons, and ellipses are frequently added. As RGU already includes a Geometry class, extending it to handle common geometry shapes beyond just triangles seems beneficial.
It seems like everything related to Audio/Input is not in the repository?
It's better to add a few, otherwise people won't know how to build it, a workflow to build it is also an option
RGD has this cool thing where you can apply shaders to Graphic/Sprites/Viewports, it would be really cool to see something like that here
Someone dumped the MZ corescripts for 1.8.0 on github a few weeks ago, it might be a good learning resource, especially since Tilemap works the same way as VXA
https://github.com/leandiez/rmmz-corescript-dev/tree/master/src/rmmz_core
Make third_party
be git submodules so we can clone them with the project:
git clone --recurse-submodules https://github.com/Admenri/rguplayer
GitBook: https://git-scm.com/book/en/v2/Git-Tools-Submodules
Most complete:
https://github.com/mkxp-z/mkxp-z
https://github.com/thehatkid/mkxp-z-android
Uses some fancy libraries:
https://github.com/gxm11/RGModern
It is divided into LiteRGSS2 and LiteCGSS:
https://gitlab.com/pokemonsdk/litergss2
https://gitlab.com/NuriYuri/litecgss
https://github.com/Scorbutics/litergss-android
https://github.com/qnighy/tapir
https://github.com/CameraBroke/JRGSS/tree/glrw
https://github.com/zh99998/OpenRGSS
https://github.com/zh99998/OpenRGSS-RPGMaker
It appears that it is unable to detect the .so
related to Angle (tested putting it in ANGLE/amd64, ANGLE/i32 and in the root folder), i was trying to test running Angle with Vulkan on Linux
Graphics.fullscreen
Graphics.fullscreen
and toggle it to true
or false
with Graphics.fullscreen=
.Graphics.scale
Graphics.scale=
such as scaling it by 2x or 0.5x.Graphics.vsync
true
or false
with Graphics.vsync=
.Graphics.capture_screen
Graphics.delta_time
Graphics.delta_time
is exceptionally useful for modifying your game to stop synchronizing with the frame rate, ensuring consistent gameplay regardless of variations in frame rate.Graphics.shader
As it is still in development, it may help you, LiteRGSS2 seems to be the fastest of the bunch for now
Engine | Sprites | Frames per Second |
---|---|---|
MKXP-Z | 20,000 | 34 |
RGM | 50,000 | 33 |
LiteRGSS2 | 50,000 | 47 |
class SpriteGenerator
DEFAULT_SPRITE_COUNT = 20_000
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
SPRITE_SIZE = 32
def initialize
@sprite_count = DEFAULT_SPRITE_COUNT
@viewport = Viewport.new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)
@bitmap = nil
end
def run
initialize_sprites
loop do
Graphics.update
end
rescue StandardError
puts "\nEND\n"
end
private
def initialize_sprites
puts "Sprite Count: #{@sprite_count}"
@sprites = @sprite_count.times.map do |i|
initialize_bitmap if (i % 100).zero?
initialize_sprite
end
end
def initialize_bitmap
@bitmap = Bitmap.new(320, 320)
@bitmap.fill_rect(0, 0, 320, 320, random_color)
end
def initialize_sprite
sprite = Sprite.new(@viewport)
sprite.bitmap = @bitmap
sprite.x = rand(SCREEN_WIDTH) - SPRITE_SIZE
sprite.y = rand(SCREEN_HEIGHT) - SPRITE_SIZE
set_sprite_src_rect(sprite)
sprite
end
def set_sprite_src_rect(sprite)
j = @sprite_count % 100
sprite.src_rect.set(32 * (j / 10), 32 * (j % 10), SPRITE_SIZE, SPRITE_SIZE)
end
def random_color
Color.new(rand(256), rand(256), rand(256), 32)
end
end
SpriteGenerator.new.run
I'm tired of using XCode for Mac builds... as it's still in development you could aim for Zig cross compiler
https://medium.com/@edlyuu/zig-c-c-compiler-wtf-is-zig-c-790d9ad8d85b
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