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Framework ? not Framewerk?


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I think we're over reacting a little bit here with the framewE/Ork change. LW is going to go through a lot of API change in the near future what with this merge and the integration of LUA and all that, so we might just have to prepare to spend some time performing code change in our project timelines. Personally, I'm fine with that - Its more work but I signed up for clean code and consistency when I bought LW. So change is expected, and I knew that from the start.

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LW is going to go through a lot of API change in the near future what with this merge and the integration of LUA and all that

No, I think we are through any changes that will occur.

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

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I think we're over reacting a little bit here with the framewE/Ork change. LW is going to go through a lot of API change in the near future what with this merge and the integration of LUA and all that, so we might just have to prepare to spend some time performing code change in our project timelines. Personally, I'm fine with that - Its more work but I signed up for clean code and consistency when I bought LW. So change is expected, and I knew that from the start.

 

you are not a bmax user so it doesn't really affect you concerning the framewErk module... People are just asking why all of sudden did something as arbitrary as wErk get changed? Something other than its not cute anymore as an answer. Its frustrating and annoying when your code wErks just fine one day then the next day it crashes because of some minor update. I don't think its too much that people ask why it was changed.

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you are not a bmax user so it doesn't really affect you concerning the framewErk module... People are just asking why all of sudden did something as arbitrary as wErk get changed? Something other than its not cute anymore as an answer. Its frustrating and annoying when your code wErks just fine one day then the next day it crashes because of some minor update. I don't think its too much that people ask why it was changed.

 

Which still hasn't been answered. Not That it effects me, as I just got BlitzMax, but that would be annoying for no reason

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I will try in the future not to break any code. It seems like people are pretty comfortable running frequent updates as long as it doesn't break their existing code.

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

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I will try in the future not to break any code. It seems like people are pretty comfortable running frequent updates as long as it doesn't break their existing code.

 

well, I understand if changes are necessary. But its frustrating when something changes and there really is no explanation or no announcement that this is how you have to do it now.

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I will try in the future not to break any code. It seems like people are pretty comfortable running frequent updates as long as it doesn't break their existing code.

Thanks Josh. I'd say a pretty good dictum to follow to keep your customers happy. As macklebee stated most of us understand that sometimes change is inevitable for the good of the product; but it should only be where absolutely necessary if it’s likely to break existing code and broadcast in advance of the update.

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I tried Framewek and Framework with BMX, here is result with same scene:

 

1) Framework - works good

 

2) Framewerk - crash on fw.Render() - DEBUG output shows: 

 

~>@$BMXPATH/mod/leadwerks.mod/framewerk.mod/Renderer.bmx<425,4>
~>Local <local>
~>@C:/Documents and Settings/Josh/Desktop/Projects/Engine/Source/Entity.bmx<1832,3>
~>Function SetWorld
~>Local Self:TEntity=$0ad81a30
~>Local world:TWorld=$0acc9d20
~>Local group:TGroup=Null
~>}
~>

 

Note: looks like crash when [Loading shader "e:/andygfx/agfx_leadwerks_engine_framework/media/shaders/mesh/mesh_shadow.vert", ""...] is loaded, because this line missing and all after this one.

[HW] C2D Q6600, 4GB RAM, NV8800GTX, Vista Ultimate x64

[sW] Blide Plus, BlitzMax, Delphi, C++, 3DWS 5.53, Leadwerks 2.xx

 

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Can I use the mod or not? I can't follow this.

If i create a sinple file with

framework leadwerks.engine
import leadwerks.framewerk

there is this compile error:

C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_TagTexture'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UPS'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UpdateAppTime'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
Build Error: Failed to link D:\FW Test\fwtest.debug.exe

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