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  1. Immortius

    Tweaking NUI

    It is as you guess - multiplying each of the color values (represented as floats between 0 and 1).
  2. Immortius

    Tweaking NUI

    This is fine. Changing cropping regions is moderately expensive, so should be avoided when possible. Scale fit and stretch never exceed the draw region, and tiled shouldn't depending on implementation (which will change to some like the cached text system in the future). Scale fill also could...
  3. Immortius

    Tweaking NUI

    Whatever makes sense. I am mostly concerned when a PR contains a lot of unrelated changes, or snowballs (as issues are fixed new features get added with potential new issues). I don't think individual systems need to be registered automatically based on differing implementations, so lwjgl/awt...
  4. Immortius

    Tweaking NUI

    Skinning In NUI, a skin is a collection of styles which are applied when rendering widgets. Styles have the following settings: Background Options background - The texture region drawn behind a widget background-border - The size of the border of the background. The border is drawn...
  5. Immortius

    Archived Water Reflection

    I think reflection is bugged at the moment.
  6. Immortius

    Tweaking NUI

    Good point - I don't know what I was thinking, the mouse position is right there in the event. :) Although... Even with this "polling" tooltips lag behind the mouse position, so I guess lwjgl doesn't update its mouse position until you process the input queue.
  7. Immortius

    Tweaking NUI

    I guess I should start some overall documentation for NUI. Nice UI (NUI) Overview NUI is a UI framework developed specifically with the needs of game UI in mind - dynamic elements, reflective of game state and adaptive to different resolutions. Principles Rendering implementation...
  8. Immortius

    Archived Module Improvement Arc

    I've changed the permission check mechanism again. This time I've aligned it more closely with Java's existing mechanisms, particularly the AccessController. This has a feature where code can be run through AccessController.doPrivileged(), which causes it to have the permissions of the code...
  9. Immortius

    Saving assets

    I actually don't mind a magic module, perhaps with a specific name like "prototype" - I'm assuming the intent is primarily to allow module developers to use in game editors and save their work, before adding it to proper modules. This could be a special module that can be activated for...
  10. Immortius

    Headless support

    Correct me if I'm wrong, but we already have engine + state for most setup order. Environment doubles up on this. I don't think we need to reinvent this wheel. Ultimately it would be nice if the tests (the ones that require a running environment anyway) should be able to just plug in the...
  11. Immortius

    Headless support

    On my part... I was envisioning a system where the major subsystems (Rendering, Audio, etc) had an interface + implementations, so you would have a HeadlessRenderer and NullAudioManager. These would take care of registering their asset types and producing any implementation-dependent classes...
  12. Immortius

    Archived Module Improvement Arc

    I've addressed these, although I probably went a bit further/too far by refactoring things to help. I moved TextureRegion and the SubTexture classes to live under the texture package, which naturally adds them to the API. A much bigger change was that I created a new org.terasology.registry...
  13. Immortius

    AI Kinematic Movement

    Events can be used to pass data back to the caller (although network events cannot do this across the network). Sound good. I'll look out for the PR. I guess I'll put some thought into how best to support characters with non-standard locomotion in the meantime - like a frog that walks slowly...
  14. Immortius

    AI Kinematic Movement

    Hmm. At the very least moving some of the calculations into the movement mode enum would allow you to use them too.
  15. Immortius

    Gametype: ExBlocksion

    I agree that core should be optional. It was only made mandatory because there wasn't much of a game without it at the time. Do be aware that some functionality like inventory and health will be moving out of engine eventually, but I guess you can just add dependencies on the modules they move...
  16. Immortius

    Archived Module Improvement Arc

    Basically what happens is: Some module code X calls API code Y. Several layers lower an internal class Z triggers a permission check. The correct location for allowing the access could be anywhere between Y and Z inclusive - and there are probably a few we should allow globally. So the stack...
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