Sign In · Register
  • Categories
  • Discussions
  • Sign In
Orx: Portable Game Engine
Sign In · Register

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Sign In Register
Home › Search
  1. orxSolver

    iarwain
    by iarwain · March 2020
    /** Command registration helpers */ #define orxCOMMAND_REGISTER_CORE_COMMAND(MODULE, COMMAND, RESULT_NAME, RESULT_TYPE, REQ_PARAM_NUMBER, OPT_PARAM_NUMBER, ...) \ d
  2. Simple color correction shader

    grumly
    by grumly · February 2020
    [ColorGradingShader] Code = " #define energy vec3(0.7, 0.41, 0.89) #define correcdark vec3(0.0, 0.0, 1.0) #define correclight vec3(1.0, 0.0, 0.0) void main() { gl_FragColor = texture2D(T
  3. Orx code linting - clang compiler option Orx supported

    _N_
    by _N_ · December 2019
    note: expanded from macro 'orx2F' #define orx2F(V) ((orxFLOAT)(V)) instead of C-style cast use C++ cast? turn on --- -Wimplicit-function-declaration -std=gnu99 fix - 'asm'
  4. Orx code linting - clang compiler option Orx supported

    _N_
    by _N_ · December 2019
    is a reserved identifier [-Wreserved-id-macro] #define __orxPROFILER__ ^ [-Wundef] ../../../include/base/orxDecl.h:191:9: warning: 'TARGET_OS_IPHONE' is not defined, evaluates to 0 [-Wun
  5. orxanimeditor

    iarwain
    by iarwain · April 2015
    <div class="QuoteText">I see, I guess Windows.i would be essential in a codebase that has declspecs and such all around the codebase, but thanks to your consistent use of macros, we sh
  6. orxanimeditor

    enobayram
    by enobayram · April 2015
    that implies a platform dependency, so a "#define orxFASTCALL // empty" feels much more innocent since we know it'll work the same way on all platforms.<br /><blockquote class=&quo
  7. orxanimeditor

    iarwain
    by iarwain · April 2015
    <div class="QuoteText">Also, I've been reluctant to show it orxDecl.h and orxType.h directly, as that, in my mind, runs the risk of leaking something platform dependent to the generate
  8. orxanimeditor

    enobayram
    by enobayram · April 2015
    such as orxFLOAT. In the end, the C compiler will see the true &lt;a href=">By the way, why did you need to include windows.i? In general, I think we need to keep the .i files completely
  9. using orxEvent_AddHandler in a header/class

    sausage
    by sausage · January 2015
    #define PINBALLBASE_H
  10. using orxEvent_AddHandler in a header/class

    sausage
    by sausage · January 2015
    #define MYSTUFF_H
  11. path following

    iarwain
    by iarwain · November 2014
    #define NANOSVG_ALL_COLOR_KEYWORDS // Include full list of color keywords.
  12. Collision types?

    iarwain
    by iarwain · August 2013
    <b>Knolan wrote:</b>
  13. Collision types?

    Knolan
    by Knolan · August 2013
    Hello there, I am doing a scene editor for my game to make the levels development faster. I am coding the collsion attributes part now and I was checking the possible collision bodies.<br />So …
  14. Polygon Intersection for buoyancy

    iarwain
    by iarwain · June 2013
    <blockquote class="Quote UserQuote">
  15. Polygon Intersection for buoyancy

    epoulsen
    by epoulsen · June 2013
    Ah, I was making the mistake of thinking the &lt;a href="https://forum.orx-project.org/index.php?p=/search&amp;Search=#define&amp;Mode=like&quot;&gt;#define&lt;/a&gt;
  16. Polygon Intersection for buoyancy

    epoulsen
    by epoulsen · June 2013
    #define HASMASS_H_
  17. Helpful vector / radians / angle snippets

    epoulsen
    by epoulsen · April 2013
    #define COMMON_H_
  18. A* (pathfinding) implementation for grids.

    iarwain
    by iarwain · October 2012
    I haven't read your code, only your post.<br />From it:
  19. Scroll - anonymous function shenanigans

    sonicbhoc
    by sonicbhoc · September 2012
    #define Paradigm
  20. Moving Callbacks to other Code Units

    sausage
    by sausage · August 2012
    #define INPUTCONTROLLER_H
Next
▲
© 2018 Orx Portable Game Engine