1) load_url.php?url= still in use... 2) file:// urls do not get removed in windows deploy. // TOP 10 improvements to the project: 1) get people use our ready deploy features to fill web with 3d graphics 2) improve learning curve for builder tool 3) improve stability of steam/proton compability layer -- this allows all linux users (who don't have ubuntu) to use the builder tool 4) get software available in all major linux distributions a) currently ubuntu binaries work only in specific ubuntu version 26.04 b) we don't have any access to linux distribution package repositories 5) market the software in major software marketplaces. Current coverage is: a) steam (scout and proton supported in linux + windows release) b) newgrounds c) gamedev market d) ebay e) etsy f) selected irc channels like #coders in ircnet and #c++ in quakenet 6) create proper video trailer displaying the featureset current status is: a) https://store.steampowered.com/app/4181720/GameApi_Builder/ f) https://meshpage.org/meshpage.php e) https://meshpage.org/ b) https://meshpage.org/472 c) https://meshpage.org/468 d) https://meshpage.org/builder-tool-download.php 7) add new interfaces, rendering techniques and features to the engine Current status: a) gltf animation lod working/available b) builder tool available c) opengl instancing available d) interactive controls available e) performance optimizations available f) drag and drop gltf and texture asset pipeline available g) mp4 video file support available 8) Make photography branding stronger in the web page Currently possible areas: a) compact cameras & modern photo creation process b) OpenGL static geometry and matrix stack c) Bullet Time: "stopping of time" and "rotating the end result" 9) Improve problematic areas: a) modern photography photo creation time too time consuming even with the help of chatgpt b) improve compability to meshy and AI 3d asset creation tools c) stuffed toy and soft toy manufacturing d) improve our reputation as a soft toy explosion experts e) collect large collection of 3d assets, textures and video files f) improve shopping experience with payment processor integration g) browser cache handling h) remove dependencies to unnecessary modules, including php etc. i) 10) License more content from internet a) star wars branding with death star laser softtoy b) hollywood movie licensing with mp4 file support feature c) more 3d model licensing d) more money passing to dependent modules like emscripten, libfreetype, tinygltf, stb_image, sdl2 etc. e) co-operate with other companies and entities 1) create_vertex_array starts thread => but doesn't block the execution 2) renderinstanced use two new functions create_vertex_array_start() create_vertex_array_repeat() and data passing path between them 3) TODO: steam windows version broken, doesnt start in devbranch. a) should we change compiler back to old one? Copyright plan: 1) "next" -button grayed. tooltip to it. Make it check if license dialog still have some NO_LICENSE.txt's in it. 2) taking screenshot and videos will be disabled until license dialog information has been filled. a) alternative is to display LOGO on top of the content b) or display watermark on the content 3) How this can be implemented is via bool has_licenses_verified() function which disables some features of the software if asset license information is not available. 4) the tooltip must mention youtube grabbing and screenshot grabbing and html5 output to be disabled until license dialog has been filled. 5) state changes should be indicated somehow => new dialog type. 6) run_window should have some copyright features. 7) save -functions all should have license dialog activation. 8) deploy path should never be broken 9) type system default values are puppaa if no parameter is found from script. 10) a) async join broke shadow feature. b) enum editor is still broken. c) english and usa keyboard layouts d) check that all characters possible in urls are available and working. e) double instancing with TF type. f) gltf_mesh_all_p_arr voi antaa dingelissä vääriä tuloksia. g) file:// url problem in cmdline executables h) cmdline executable integration to builder tool as save_linux or save_windows i) cmdline testing j) opening dingel_html5.zip files with view.php not working. k) async join + shadow combination doesn't work l) fix concurrent download in html_run + enable it m) OK xmas fun is missing text. (event loop was changed to call HeavyPrepare different blocks) n) OK text drawing in helmet doesn't show fps counter. o) OK animated memes are cool ei lataa ollenkaan m) OK papukaijamerkki teksti hukassa o) OK sanmiguel fps counter missing m) OK corn children tekstit hukassa n) OK hello world text missing o) whacky jumissa p) default parameters are crashing if parameters missing in script q) web_link might not work with html_run. o) enum editors are broken p) feature improvement: web_link with more shapes (needs enum editor) o) save_ds should have different return type than ML, something like DS p) (p_url|p_mtl) + save_ds might good to combine to same node o) gltf_load2 -> gltf_mesh_all_p -> save_ds -> (p_ds_url|p_url|p_mtl) -> m_bind <- m_gltf <- gltf_load2 -path fails to reproduce dingel -> texture coordinates propably lost or something... (but sponza works, so why dingel loses textures) p) pkg_window and Generate Pkg menu should be researched if we can make good feature out of it, but it's interface needs to be improved (it's now disabled) o) builder cannot warn if URL fields in registration has not been registered to async list in gameapi_gui.cc o) SHIP IN A BOTTLE IS BROKEN (probably ASync array removal) 1) SANMIGUEL IS BROKEN (probably ASync array removal) 2) DESERT FLIGHT BROKEN (probably async array removal) 3) 316 somehow loads FI type from EMPTY SLOT definitions? 4) Chunkfive in 316 is loaded via http instead of https 5) helmet is broken/doesnt progress from prepare phase 6) forst vr is brokn 7) url fields mixed up if same name used twice in a box 8) operator[](i) to ARR type so that the codegen script works better in c++ code 9) codegen script generating ARR type instead of BM,BM,BM (is this possible?) 10) ARR type to std::vector conversion operator. 01:53:46 Codex | maybe cern needs some people who knows category theory 01:55:21 Codex | or maybe I'll use AI to solve navier-stokes? 01:56:00 Codex | or do translation operator / taylor approximation stuff 01:56:37 Codex | or solve schrödinger equations 01:57:05 Codex | maybe do lipschiz root finding? 01:58:03 Codex | make some build tools that actually work? 01:59:16 Codex | start academic career and write scientific papers maybe? 01:59:41 Codex | or make cool trailers with gameapi? 02:01:12 Codex | port box3d to gameapi? 02:03:18 Codex | implement svg rendering? 02:05:52 Codex | maybe solve 3 body problem 02:07:02 Codex | make a catalog of infinite filters that can be solved via axiom of | choice? 02:09:42 Codex | build a math library to conquer the infinite? 02:11:20 Codex | solve enumeration problem with quantum computer? 02:12:55 Codex | use linear algebra to simulate quantum computer efficiently with | ordinary computers. 02:14:07 Codex | go past 2^{860} to the state space 02:14:42 Codex | understand the enormous size of the cosmos 02:15:35 Codex | buy a telescope and find nearest black hole 02:16:56 Codex | start taking photos of ordinary everyday items and convert them to glb | files 02:17:40 Codex | build a 3d model catalog 02:18:28 Codex | optimize AI math to perfection 02:19:30 Codex | build infinite dimensional box of boolean values