Over two nights of hacking I implemented a movement filter that's compatible with the AVS Dynamic Movement effect.
Update 2013-06-21: Removed dead link to video.
Over two nights of hacking I implemented a movement filter that's compatible with the AVS Dynamic Movement effect.
Update 2013-06-21: Removed dead link to video.
Google Video was giving me grief, so I posted it on YouTube this time:
Lately I've taken to hacking Affe quite a bit. Just a quick list of a few changes:
I have finished removing Lua from Kaffeeklatsch and have enhanced Affe with the ability to bind field, property, and method calls at runtime. I noticed this gap when rewriting some of the key binding scripts; where I could just set a field before, my compiler threw an exception since it ...
I got Kaffeeklatsch back out of the toy box the other day and started integrating the Affe compiler into it. The goal is to remove Lua entirely, as it's an unmanaged dependency and has been giving some odd errors as of late, crashing mono after a few seconds.
The ...
I've finally put Kaffeeklatsch in a Subversion repository, and a public one at that! Simply check out from https://layla.chrishowie.com/svn/kaffeeklatsch and build... well the build process isn't that simple, but oh well. You will need Tao, the Lua 5.0 library and development headers ...
I've been making some small progress on Kaffeeklatsch, though most of it is behind the scenes stuff. For example, IEffect now extends IDisposable, and the frontend will dispose effects when removing them. This could be used, for example, in plugins that create OpenGL display lists and want to properly ...
It's coming together slowly. Recently Kaffeeklatsch has been enhanced with Lua, which is used for key bindings and in several effects. For example, there is a "Custom" effect that simply runs a Lua script each frame. The script gets full access to OpenGL by default, but can access any ...
And so does Kaffeeklatsch. Now, anyway.
First, I added preset saving and loading a few days ago but never wrote about it. Since then I gave the design of this project some serious thought, and moved some classes around into strictly defined layers:
Just a day later and all
Kaffeeklatsch needs now is key bindings, then we're ready for
"production," whatever that is.
This screenshot highlights the two biggest additions I coded today: the automatic generation of option pages for each effect (see the sources displayed!) and the gathering of scope data ...