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NOTE : monogameinside in dock, tearable, without copying, using basic OpenGL on window, and IGraphicsDeviceService, shared openGL buffer #347

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damian-666 opened this issue Jul 23, 2024 · 0 comments

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@damian-666
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          good to see an update.. i was also looking at Stride and they are using this.

i have 3 questions because lot of people are allmsot doing the same thing and i hope to save someones time.
1.is this bug release hard ot fix?
2.is monogame.inside workign with it , should it try it?
3.and are there any plans to maintain the Core2D? i really think its good, to show all the power of avaloniaa as an IDE. for a specific game or scientic modeling special problems, not a big bloated general purpose IDE.

i Stride hs a plugin readline editor for scripts and soft debugger ( sleep and step and observe, no blocking the ui thread or a) ( no onmisharp) but it a s long way off.

I think the monogame inside can be improved via MonoGameViewModelBase and ditchign the game class and then uisng
is this a difficult bug to fix, for me i cant use it witout a fix or at leasat this workaround to reset..
I was not ablle to reset the layout if i lost my Dock2d render window.

for using two displays wiht DPI scaling in windows WPF core its not that hard you set some params, DPIScaling . with docking i thnk this is a typical use case. setting to 100% dpiscale. is ok but the default for 4K is higher.

im my to try the monogame control but the best way would be to shade the FBO in openGL nd the swapchain in dx, using silk bindings and abstracting this: but its a bit much for Avalonia.. windows

Macabresoft/Macabre2D@510b674
he has done much of this..

here is some discussion if you have time. ele i ll just figure out how to resut the docking.
craftworkgames/MonoGame.WpfCore#9

 MonoGameGraphicsDeviceService : IGraphicsDeviceService, IDisposable   as in the original MonoGame.WpfCore  its being updated now but not in the most minimas way, i might get around to it.   another wya is acting the chatgopt4o to just code one using silk  committed bindings or the autogenerated windows binding in Microsoft's vault. 

in avalonia it attach to visual tree and detail on each activate. two windows can show at once now.

Originally posted by @damian-666 in #338 (comment)

@damian-666 damian-666 changed the title good to see an update.. i was also looking at Stride and they are using this. NOTE : monogameinside in dock, tearable, without copying, using basic OpenGL on window, and IGraphicsDeviceService, shared openGL buffer Jul 23, 2024
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