openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

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openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Fri Mar 03, 2017 9:11 pm

I want to first apologize for flip flopping around projects, just something doesn't seem to work and I get frustrated and stuff. SO Again trying to bite the bullet, i've started an open source Line Rider project. While the LR engine that's used in LRJS/.com is already open source, you still have to make the tools to make it run. So I'll be taking that time to publish these tools myself and keep the project open source.

The language I am using is Haxe, which is a really super flexible cross-platform kit which makes publishing to different platforms super easy. Along with that, I am using the openFL library, which is an open source recreation of the flash API, so I can nail down that traditional flash feel and look.

Main GitHub page:
https://github.com/kevansevans/openLR

Github release page:
https://github.com/kevansevans/openLR/releases


Last edited by [senpai] kevans on Fri Mar 24, 2017 8:26 pm; edited 5 times in total
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Sat Mar 04, 2017 4:24 pm

I'm excited too. I've always been insistent on people being able to make their own tools. So I want to give people that ability and make it as easy as possible to do so. And the bug tracker github has will be an easy way for me to remember what needs to be worked on. And I find it really useful for people to be able to see that I have been making progress https://github.com/kevansevans/openLR/commits/master

In other news, I'm getting my desktop ready for a dual boot, so OSX and Linux builds should be coming soonTM.
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Fri Mar 10, 2017 7:20 pm

I think you guys will like this: http://imgur.com/a/6kvQs
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Sat Mar 11, 2017 2:26 pm

Alpha 2 is out and it now supports OSX and Linux thanks to some VM!
EDIT: I Would like to add that these are native C++ compiles, not some clunky third party api frame work.
What I mean by C++ compiles:
Haxe is a OOL language designed to make cross compiling code super easy. I write out the code I want, and Haxe converts it to the platform I want. Such as C++. However C++ builds are only possible if they are compiled on their native platforms. I could compile to Linux and OSX from the comfort of Windows, by using Neko specifically, but the game would take a severe hit in performance on other platforms. http://ousado.github.io/benchmarks/ If you look at those charts, neko is pretty slow compared to HXCPP, so it's better if I go through a virtual machine to compile natively. Other targets I can deploy to include iOS, Android, HTML5, and flash if my boner for flash grows again.

https://github.com/kevansevans/openLR/releases/tag/A0.0.2

This update adds:

line types, which can be cycled with the keys 1 2 and 3.
Line tool
Play button toggles render mode
Save button allows new track and save track
Saves are defaulted to JSON and are compatible with www.linerider.com (these can be found in the root folder of the application)
Text info on the top right
Scroll zoom
Pan track by click and dragging mouse wheel

EDIT 2: Also if you would like to help contribute to this project, it would be very much appreciated. The idea is to allow anyone to contribute.
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by theacp127 on Sun Mar 19, 2017 2:31 pm

I think I'll try my hand at this after finishing my C++ class. I've only learned Matlab and python so far and they seem a bit different than Haxe.

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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Tue Mar 21, 2017 1:30 pm

Backwards compatibility works, as in tracks built with 6.2 physics will run in this build. I'm currently working on a loading UI so it can start loading .JSON saved tracks. However, .com has two saving formats, and I spoke to conun about this, and he'll be setting it to one. I will not be supporting this secondary save format as it will be deprecated. I'll let everyone know here when that has happened, and I do apologize if you try to load in a save and it fails.

http://imgur.com/a/ks5fv

This does not mean that a new update is coming soon. Everything is still bare bones, and a lot of code needs to be cleaned and commented on. I do encourage you to follow the progress here https://github.com/kevansevans/openLR/commits/master so you can see the progress being made. I also encourage the bug tracker there, as posting here may end up being lost in time.

Thank you for your patience, I know some of you may not see much potential in this build.
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

Post by [senpai] kevans on Fri Mar 24, 2017 8:26 pm

https://github.com/kevansevans/openLR/releases

This update adds:
-FPS Counter
-Grid implementation
-Eraser
-Rider simulation, including camera
-Backwards compatible physics (Like 99 percent, small discrepancies between saves, unsure where the cause is)
-Flag
-Better saving and loading
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Re: openLR project - Alpha 0.0.3 - Physics! - March 24, 2017

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