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    Jarrod Davis
    This extension will allow you to define and render a 3D starfield in GameMaker Studio. Stars are positioned, transformed and lite in 3D space so the simulation is technically accurate. You can control the speed independently along the X,Y and Z axis as well as change the view scale.
    Requirements:
    - GameMaker Studio 2
    - R2D_DeltaTimer for frame-based timing (optional)

      
    Function List:
    r2d_sfCreate() r2d_sfInit(aStarCount, aMinX, aMinY, aMinZ, aMaxX, aMaxY, aMaxZ, aViewScale, aSpeedX, aSpeedY, aSpeedZ)   r2d_sfUpdate(aDeltaTime) r2d_sfRender() Global Variables:
    global.r2d_sfSpeedX global.r2d_sfSpeedY global.r2d_sfSpeedZ global.r2d_sfViewScale  
    Visit the GameMaker Marketplace for more information and to download.

    Jarrod Davis
    Extension that will allow you to use frame-based timing in GameMaker Studio.
    These routines can setup timing inside an existing object. You simply do:
    - Add r2d_dtCreate in the Create event
    - Add r2d_dtBeginStep in the Begin Step event
    - Call the r2d_dtXXX functions to update your objects or directly use global.r2d_DeltaTimer
    Set global.r2d_dtDesiredFPS (default is 30) to set the speed of your simulation. Set global.r2d_dtMinFPS (default 10) to set the minimum FPS to try and maintain your desired simulation speed. Anything below this minimum value will just fall through.
    global.r2d_dtMinFPS = 10; // manage simulation down to this speed global.r2d_dtDesiredFPS = 60; // keep simulation running at this speed r2d_dtCreate will set GMS's internal game fps to a very high value to prevent GMS from trying to lock the framerate. r2d_dtBeginStep has support to prevent large spikes in speed caused by background tasks. The end result is that you will have now decoupled rendering from updating, allowing your simulation to run at a known and predictable rate.
    Visit the GameMaker Marketplace for more information and to download.