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Framework ? not Framewerk?


Marleys Ghost
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Why the change? .. werkspace .. leadwerks ... but framewerk is now framewOrk? and no module now for Bmax?

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Because it's part of the engine now, not a seperate product. You don't put the company "logo" more than once into a product, so Leadwerks Engine covers already that :) It's also less visible now, since all framework commands appear like plain commands and not using any visible reference to framework (except for a few, and in Lua).

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Because it's part of the engine now, not a seperate product. You don't put the company "logo" more than once into a product, so Leadwerks Engine covers already that :)

 

 

so its framewOrk for C++ and Lua then? and no longer a module in Bmax? ...

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Because it's part of the engine now, not a seperate product. You don't put the company "logo" more than once into a product, so Leadwerks Engine covers already that :) It's also less visible now, since all framework commands appear like plain commands and not using any visible reference to framework (except for a few, and in Lua).

 

wth are you talking about? we still have to import the framewErk in and everything will still be fw.This and fw.That...

 

and have you never heard of McDonalds' McNuggets

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You don't need to import any framewerk if you use the engine.dll. I don't know why BlitzMax is such a mess :)

 

 

Did you pick the wrong smiley?

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:):)

 

 

hmm... so what are the gains for Bmax users with this? or more generally what was accomplished?

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BlitzMax users had always the possibility to use framework with lua.

 

 

Not sure that answers my question, unless of course its a way of saying the answer to what are the gains for Bmax users with this? or more generally what was accomplished? is nothing.

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The benefit is not exactly nothing, since BlitzMax users also need sometimes to use other languages. Most commercial games are using several 3rd party libraries, and you don't find them for BlitzMax. For example Far Cry 2 had a huge list of 3rd party libraries. If any of such 3rd party libraries then need to access LE, Lua or framework, you will need to use engine.dll. Also the upcoming DLL version of GameLib will have the same need.

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The benefit is not exactly nothing? how many decimal places :blink:

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1. Replacing o's with e's is cute, but I don't think the engine API commands should be misspelled.

2. You can use the existing leadwerks.framewerk module if you want. It's the same code.

3. BlitzMax can't compile a module named "framework" so it isn't going to be distributed as a module. Complain to BRL if you don't like this.

 

All in all, this really makes no difference to BMX users, so nothing was gained or lost.

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1. Replacing o's with e's is cute, but I don't think the engine API commands should be misspelled.

 

Not sure I follow point 1

 

2. You can use the existing leadwerks.framewerk module if you want. It's the same code.

 

Ok, good to know as I did not know this, the original Q arose when re-installing Bmax and a new folder had appeared.

 

3. BlitzMax can't compile a module named "framework" so it isn't going to be distributed as a module. Complain to BRL if you don't like this.

 

Again, I did not know this, but hey, thanks for the curt response.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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How is that rude? I have no control of it. If enough people complain to BRL, maybe it will change. I already wrote on their forum, but they don't care if only I complain about something.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Guest Red Ocktober
Replacing o's with e's is cute, but I don't think the engine API commands should be misspelled.

 

WHATTTT!!!!

 

awwww c'mon Josh... this is the sorta thing that's gotta stop...

 

ya can't just keep changing stuff around arbitrarily for no reason whatsoever...

 

LW is at the point where coders are making some long term commitments and they have to feel that their code is sound and thst it won't be invalidated by the next minor update... especially for something as insignificant as this...

 

FramewErks uniquely identified the Leadwerks api... now we got 2 FrameSOMETHIN_OR_THE_OTHERs to deal with... wasn't Framewerks good enough...

 

2. You can use the existing leadwerks.framewerk module if you want. It's the same code.

that's good to hear... but, what happens when FramwOrks changes... will FramewErks be updated also...

 

finally... how is this gonna affect the OSX version of this thing... i was under the impression that because BlitzMAX was already cross platform, that the OSX version was initially slated to be BlitzMAX accessible only...

 

 

--Mike

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well i dont think you will have a mac version, as mac lock the openGL spec down and only support shader lvl 1.2

so can not see you getting LE in to that

and before anyone say but they have nvidia cards in there the os lock so it work the same on inte,l nvidia and ati the same

this is the only reason the mac wins over windows so the way i see is dum down LE to mac

 

but i could be wrong here lol

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