I also work from time to time on a portable isometric game engine. The idea is to create an isometric shooter with it. ATM I'm just working on the display/gfx engine part, which uses minigl for accelerated 2d blits.
Quite old but most of what you can see there is pretty much the same in the current version. Just a lot more features and quite a few bug fixes now that the SDK docs are available!
Might upload a vid at some point so that it catches the autocomplete and popup windows. srec catches them nicely.
Feature list
Project management - hard coded for C and Modula2 projects at the moment. Other project types can be used but the project management side of things will not maintain the build file. Examples needed!
Multi document editor with syntax highlighting. Syntax highlighting is externally driven via XML so you can define syntaxes for pretty much any language you like. C/C++ (with complete syntaxes for the SDK includes), Modula2, SQL syntaxes, amigaguide, etc. are included.
Integrated help, popup hints and autocomplete. Driven by the same syntax files. The parser is reasonably smart so can work out variable types etc. and present a shortened list for autocomplete. Help Links to autodocs, includes, amigaguides, etc. are supported. All help documents are cross indexed.
Fully redefinable keyboard with over 100 built in commands + macro support. Usual editor commands + loads of commands for coders - indent, group (fold), toupper/lower, move to brace/bracket, (un)comment, etc.
Compiler support for GCC, VBCC and M2Err (Modula2). Compilation is a seperate process so you can look into the warnings \ errors as the compilation continues. Other compilers are pretty simple to support.
Bookmarks - Note, Warning, Error, Breakpoint types are supported with multiple bookmarks per line. Warnings and error bookmarks are automatically created during the compilation process. Breakpoint bookmarks are used by the debugger. Notes are user definable. In all cases hovering over the bookmark in the editor displays the associated comment \ comments.
Unicode support - experimental. Really need Hyperion to add support within the OS.
GUI Driven Debugger- start, continue, step, step over, step into, add \ remove breakpoint, watches, variable browser (editable where possible). You have to be really careful with this as a breakpoint in the wrong place will kill the OS.
Probably lots of things I've forgotten about that may end up in Beta 0.3.
wow dident know that there was two developers ide's being worked on for os4.
That very nice indeed.
At the moment I use CubicIDE and shell to code and compile my sources.
This is what I love about Golded... It has syntax highligthing, text folding (I use this alot) and when I move the cursor over a function it writes the syntax and parametes in the bottom.. those three thing is a must for me, they are just so darn nice :)
anyway keep up the good work.
and too be on topic I can say that I code on usb2.0 from time to time.
Its getting close to being at same level as oure uhci/ohci and that means Control/Interrupt/Bulk working.
For example my ehci driver, I can start my camera and load the ptp driver that loads all the thumbnails. Some mysterious bug prevents it from downloading pictures and I'm looking into that now.
Well, today, I've been trying to write a USB driver, and seeing if I can get anything to compile for AROS. Not having much luck with either (they are only "let's see if..." for my own personal gratification anyway), so tomorrow - who knows?
PS are you going to take that Santa suit off this year, or all you sticking to "if you don't take your Christmas decorations down in time you have to leave them up all year"?
I've been busy designing and building MIDI hardware, the last few projects have been made with PIC chips, and are not Amiga specific.
I'm sure I'll get back to Amiga stuff soon enough, it all moves in a big circle..
I'm real excited about the latest, I have had a few late nights getting it up to operational, it's a musical instrument that could be much easier than most "classic" instruments to play. It could mutate into a number of different products, but I'm still developing the core application, so it may be a few months before all the possibilities are realized.
I could NOT develop my MIDI toys without having CAMD on my Amiga. There is just nothing as flexible for managing MIDI on other OS's.
cool! it's fun to mess around with hw as well. orgin suggested a cool idea in another forum, how about a a4k keyboard > usb or a4k keyboard > ps2 adapter? i'd love a cheap alternative to the catweasel to just connect my a4k kbd to my os4 box. anyone up for this?
I'm working on LookHere!, an image viewer just released but with many more features planned for next releases like exif infos and device monitoring for easy download/view.
The Gui is done using ScuiLib a self made library for Hollywood written in Hollywood, not finished yet but already usable and stable. Here the latest release: 0.6 Beta And a couple of screenshot of the included tutorials: here
I'd like to improve HFinder with many features planned in the next release: Current version: v1.1 Screenshot: Here
I'm working on a Gui for Lame but I've to finish some parts of ScuiLib before going on with this project...
Finally I'd like to port to Hollywood a particle engine written some months ago for BlitzMax (Win version <--- AAARGH!!!)
That device would be nice and it would be nice to use classic Amiga keyboard with my A1. But I've been thinking sometimes how strange it is that many classic users are buying ps2 adapters to use common and cheap keyboards with their classic machines. And then there's people who are using classic keyboards with their modern computers !?! Go figure.
Rock lobster bit me - so I'm here forever X1000 + AmigaOS 4.1 FE "Anyone can build a fast CPU. The trick is to build a fast system." - Seymour Cray
Well, from my side, the GUI for you-know-what-Spot :), a new version of mencoder with some optimization and some requested functionalities, a new FLTK and finally Open Movie Editor.