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GAF's Bob Woodward
(04-22-2012, 12:59 PM)
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#251
Something potentially surprising, for people who weren't in the closed beta anyway - chit-chat around the dev forums suggests that you may have access to varying levels of processing power depending on the device. On Vita, querying the environment shows multiple CPU cores, for example. The memory cap and the API limits seem to perhaps be designed to ensure an application will at a minimum execute on any Suite device, but depending on what your app is doing, performance can vary across devices depending on processing resources available. Not sure if this extends to the GPU also.
So that's kind of double-edged. On the one hand you may have access to a lot more of Vita's processing power than originally thought, on the other though, it places more of a burden on developers to ensure their app runs on lower powered devices...if that's what they want, of course. On a different note, I think the MSAA problems on Vita at the moment are a bug. Or maybe they just don't want Suite developers showing up certain native Vita devs :P ;) |
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Member
(04-22-2012, 01:33 PM)
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#253
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Member
(04-23-2012, 11:18 AM)
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#254
I am overall quite surprised by the PS Suite SDK. I can basically develop something in C# (e.g. the XmlReader implementation that I wrote to parse (sections or selections of) xml into an XmlDocument as a test, and I could just write and test that in Visual Studio and then just dump it into my class in the SDK. This will make development quite easy for me.
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Member
(04-23-2012, 11:40 PM)
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#256
https://my.vmware.com/web/vmware/eva...vmware-fusion4 |
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Member
(04-23-2012, 11:45 PM)
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#257
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Member
(04-23-2012, 11:46 PM)
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#258
That IDE is great. I'm checking a sample game and the API and the code (in C#) seems quite simple.
Making small puzzle and 2D games has to be very affordable for anyone with very few programming knowledge. And I want a full Sir Awesomealot game!
Last edited by DangerousDave; 04-24-2012 at 12:11 AM.
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Member
(04-24-2012, 02:48 AM)
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#260
how will you put pdf/text file to Vita? since you can't easily access Vita folder in Windows like PSP.
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Member
(04-24-2012, 03:12 AM)
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#262
I suspect that's going to be changed eventually; since the open beta we had to add an Application directory to access files in our project directory, and there's now a Documents directory also. I'm guessing that by the time the beta is over and the storefront is open, there will probably be an option to drop files into the Documents directory through the media manager.
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Member
(04-25-2012, 08:48 AM)
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#263
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GAF's Pleasant Genius
(04-25-2012, 09:23 AM)
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#264
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GAF's Bob Woodward
(04-25-2012, 01:57 PM)
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#267
Here you go: http://gofreak-ie.appspot.com/files/...alogSample.zip
You may want to clear the bin/debug folder... the camera file is new, and the shadercatalog.cs file has some input related changes. When it's running you can hold L to have the camera ignore the gyro, if your Vita gets in an awkward position and you need to 're-center'. |
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Member
(04-25-2012, 11:12 PM)
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#268
I'm currently developing a new version of my dynamic UI to it, hoping to allow for very fast building of UIs for settings, forms and so on. I built something like that a few times on PC and may make this public for all to use if I can get it good enough and people see a use for it. It completely abstracts the UI logic to xml and builds the interface dynamically, so you can easily swap out controls and styles, and don't have to worry about resolutions and such. I got an initial version running tonight that serializes the logic from Xml and renders various types of controls to a PagesPanel and that seems to work really well so far. Next up is getting info into and out of it, conditions and events, and then support for dynamic control libraries / plugins (if possible)
EDIT: some rough first shots ![]() 2012-04-26-094744 by niwrA, on Flickr ![]() 2012-04-26-094750 by niwrA, on Flickr ![]() 2012-04-26-094755 by niwrA, on Flickr
Last edited by Maastricht; 04-26-2012 at 10:59 AM.
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Member
(04-26-2012, 04:20 PM)
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#269
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Member
(04-26-2012, 11:38 PM)
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#270
It sounds like our machines are similar. I have a 2.66 GHz Core 2 Duo with 4 GB as well, running 10.6.8. I also found my XP disc lying around and decided to try to out vmware. It's pretty slick. Not sure if anyone else will care about trying to do the same, but trying to install ps suite is annoying when going with a fresh XP install. I had to install windows installer version 3.1, then install .net framework 2.0, then 32 bit windows imaging component (WIC) how am I supposed to know it's wic_x86_enu.exe that I want without trying to run all of them?, and then .net framework 4.0 full setup before the ps suite installer would run successfully. I tried out two sample projects. I can kind of see myself playing that puzzle game a bunch, lol. |
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Member
(04-27-2012, 10:20 AM)
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#271
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Member
(04-27-2012, 10:03 PM)
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#274
Works, did you check in the options if its disabled for whatever reason (Tools->Options->Text Editor->General)? Does manual intellisense work with crtl+space?
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Member
(04-27-2012, 11:07 PM)
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#275
All it shows is the private UI Widgets but that's it (Button_1) if I do Button_1. nothing appears I have to manually write Button_1.ButtonAction += ... to set an event handler :/ Even after it compiled fine and continued to set event handlers for additional buttons it refuses to show me anyhting. |
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Member
(04-28-2012, 12:02 AM)
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#276
Some progress:
![]() 2012-04-28-013945 by niwrA, on Flickr ![]() 2012-04-28-013953 by niwrA, on Flickr ![]() 2012-04-28-013958 by niwrA, on Flickr Played around with fonts, cleaned up some stuff, hooked up events so changes come back to the wizard element objects and save and reload any changes the user made. Lots of work to do still but at least I manage to get most things done without too much of a hassle so far.
Last edited by Maastricht; 04-28-2012 at 12:05 AM.
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GAF's Pleasant Genius
(04-28-2012, 08:32 AM)
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#277
It would be like building the UI from code or by hand editing the XML like you do on Android too? |
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GAF's Pleasant Genius
(04-28-2012, 09:28 AM)
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#278
BTW, toyed around with the various samples and I have to say that I am really impressed by the GL abstraction libraries they have implemented... I hope they are fast and they seem to be more than fast enough for a lot of cool things, but they abstract away a lot of painful details (painful when you do at least some of these abstractions yourself by scratch the first time... it shows that people involved in game development went at this and they know what programmers need... seeing a shader manager object, the ability to find uniforms by name, etc... looks very neat :). I wonder if they cache uniform updates and GL state changes already... you can save a lot of redundant calls that way... although it would be weird if they did not, when they have built such an abstraction system it looks like a "trivial" addition to that).
I am really, really impressed by what I am seeing. |
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GAF's Bob Woodward
(04-28-2012, 11:31 AM)
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#279
Another nice experiment - controlling a robot with a Vita with video feedback:
http://www.youtube.com/watch?v=PgtAQG1a2Aw |
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Member
(04-28-2012, 02:55 PM)
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#281
At the core level, all you do is make a list of questions you want to ask the user, and what type of questions they are (choose an option, input text), and the system takes care of everything else. |
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Member
(04-28-2012, 03:03 PM)
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#282
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Member
(04-29-2012, 02:03 AM)
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#283
Status update:
Moved all the test code to a Widget now, cleaned some stuff up and added automatic scrolling for when stuff drops off the screen. Everything is still pretty much resolution independent (except at the moment the font sizes, but I want to make an option that increases or decreases the size according to your own prefs) ![]() 2012-04-29-034945 by niwrA, on Flickr ![]() 2012-04-29-034446 by niwrA, on Flickr I'm probably boring people to shits here with these posts ... :D |
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Member
(04-29-2012, 03:33 AM)
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#284
Quick question. Outside of emulators, which are too much of a grey area to be allowed, this basically removes the function of home brew on the vita entirely?
And in theory, via the beta, if someone did want to make a emu, they could but just not publish it via psn? |
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Member
(04-29-2012, 03:39 AM)
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#285
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Member
(04-29-2012, 03:46 AM)
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#286
I'm a little ashamed to admit, but I actively play the Zero Gravity (shooter) and Sir Awesome (gameengine2d) samples because I think they're legitimately good. :p
As for the development side of things, I keep getting memory leaks for some reason... I'm using the Sony-made Spriterenderer class, and it's annoying because I can't figure out where it's leaking from. Plus, I don't know if it's my unfamiliarity of C# coming from Java, or a mistake in Sony's code. I wish I were more familiar with OpenGL so I can write a sprite batcher/renderer or port one of my own. |
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GAF's Pleasant Genius
(04-29-2012, 09:08 AM)
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#287
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Member
(04-29-2012, 02:13 PM)
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#289
So theoretically you'd have to bundle the games with the app or download it via http. |
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Member
(04-29-2012, 02:19 PM)
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#290
In any case, gotcha. Let's see what these homebrew devs come up with now they have 100% legit way to get stuff on the vita. |
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Member
(04-29-2012, 02:21 PM)
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#291
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Member
(04-29-2012, 07:40 PM)
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#295
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Member
(04-29-2012, 11:50 PM)
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#296
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Member
(04-30-2012, 12:01 AM)
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#297
your own spy car :D |
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Member
(04-30-2012, 12:30 AM)
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#298
I'm having extremely weird problems with the PS Suite emulator. Basically, unless I minimize the window, memory usage will keep going up and up until it crashes the application.
For quite a long time, I thought I had a memory leak in my code, but in reality, whenever the garbage collector frees memory, that memory isn't freed to the OS until I minimize the emulator window. In short, it's really buggy for me, for no real reason. |
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Member
(04-30-2012, 07:41 AM)
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#300
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