minib3d module
BlitzMax Modules Forums/MiniB3D/minib3d module
Why isn't there a minib3d module?
Compiling minib3d every time is slow.
If you turn on "Quick Build" it's just as fast as a module.
I don't like it.
It is useful not to have it enabled.
A module can be built adding a few lines and importing brl.glmax2d too.
That way it will work.
Then make the module :)
And when you're on it please make it flexible too, so it can be extended by other modules, so that there is no need for 4 or so individually updated different versions as there are right now ;)
To make the module it's only needed to add something like
module pub.minib3d
moduleinfo "author: .."
and add import brl.glmax2d.
Then other modules could do the same, but using
import pub.minib3d(it is in the pub directory, but it's the same as others)
to use and extend it.
Importing it other modules could use, extend, .. it's classes, functions, vars, consts, ...
If you would like i could upload it to my webspace, but it's very easy to make it.
And i could only compile win32 and Linux versions only, but not mac.
It would be in AXE or something similar. MiniB3D is no official BRL mod and thus not in BRL / PUB mod server.
And I actually don't see the use of a module in this case. It won't get any faster nor anything (it has no C code and import someOtherMod actually only does reference that module, not link it into this module)
I agree that a module would be handy.
Using import as it currently does, the first time it compiles it, needs 10-15 seconds to compile it.
A precompiled module is better.
Pub isn't owned by BRL, it's PUBlic.
Axe's not public.
.
the problem why it isn't a module at the moment is simply. For
me it is a pain to always have to rebuild the module after each small change or bugfixing. I'm sure there will be a moduleversion as soon as the main bugs are solved and the real
framework for minib3d is established.
It is quite easy to manage modules.
You could just have some scripts to recompile it, and then the compiling speed is the same as compiling it from the ide.
The only thing could be that you can recompile the library when testing it, instead of compiling it and then the example code, but it's not much.
.
Merry Christmas to you too.. :)
oh, and btw; a module would be cool, but I guess that it will have to wait until the current one is bug "free", and mostly feature complete.. :)
I agree as well ;)
I know that I'm maybe a bit lazy but you've got me on the right side. I think within a week there will be at least a module Version of my MiniB3D Version.
[I'm faster than i thought ;)
http://www.blitzbasic.com/Community/posts.php?topic=65642]
splinux, i took you longer to type these posts than it would have done for you to have made it a mod
I made it a mod.
Err.. Klepto did. At least, he published it whereas you only complained about it not being a mod.
That's what I think what H&K's point was, and in any case, it is mine as well.
I only made this post to tell people a module would be faster.
I KNOW how to build a module, i don't need someone else to make it for me.
The idea was to help others, for example beginners, or lazy people, but i'm not a novice, nor a lazy man!
In Win32 you can precompile it and import the object code, that's the trick I'm currently using`.
I only made this post to tell people a module would be faster.
The Post started with
Why isn't there a minib3d module?
Compiling minib3d every time is slow
It does look like a complant rather than advice
I KNOW how to build a module, i don't need someone else to make it for me
Well why not have started with
Everyone, it would be a lot faster if you made miniB3D into a mod. Heres how you do it
Sorry if I thought that you were saying something other than you ment.