# bitwise

1. ### Bitwise AND operator in shaders

How can I calculate this in GM2 fragment shader; m[(k+4)&7] += vec4(c1 * wk, wk); s[(k+4)&7] += cc1 * wk; (k+4)&7 gives a syntax error in GM2.. I found this code from shadertoy and it works there... https://www.shadertoy.com/view/ltyyDd
2. ### SOLVED bitwise checks

so i want to have if (var1 && var2 && var3) but like if (varall1 & varall2) the problem is with var & var it ends the moment 1 part of the value is equal to the other, but i want it to check if varall2 covers all values of varall1 so if (3 & 6) {do stuff}; 6 covers all bits of 3, but it checks...
3. ### GMS 2 Binary List Depth Ordering Issue

I've been working on following this concept on binary lists as depth ordering: https://forum.yoyogames.com/index.php?threads/depth-ordering-in-gms2-priority-list-nested-list-grid-binary-list.13425/ I dived in to bitwise operators and read through several demo scripts by yoyo along with reading...
4. ### GML Movement fraction for next step

I'm puzzled for some time how to solve this. For the beginning, I'm using bitwise calculation as a challenge, but it's easily translatable to the traditional calculation (I'll provide explanation just in case). /* hspd[0] used for main speed hspd[1] used to carry over the fraction RUN speed is...
5. ### GML ds_grid collision slopes [SOLVED]

As a material for tutorials, I wanted to give a challenge for myself and make a platformer with the bitwise calculation (no floats) and ds_grid. I want to avoid any loop and achieve it only with if. Regular block collision work like charm, but I wanted to push it further with slopes and moving...
6. ### GML Grid collision system with slopes (keep ignoring)

EDIT: Thanks for help!
7. S

### GMS 2 Bitwise operations and Ds_Grids

Evening all, I am converting a 2d array to a ds_grid but I am not sure how to convert the bitwise operations. Do we have to do something specific to use bitwise operations with ds_grid? I have gone from oControllerTile.tileArray[_arrayHeight, _arrayLength] |= ISBLOCKINGMOVEMENT |...
8. ### GMS 2 [SOLVED] Bitwise Setting and Clearing flags

Hi guys, So I've just started getting into using bitwise operations and I'm just experimenting with a grid-based movement system. There are a few things I want to clear up: 1. Defining the bits - I've got them set as macros: 2. Setting flags in the play area Following the bits, these are the...
9. ### GMS 2 Setting and getting binary bits and collision

can someone explain to me how to set and read binary bits? I need separate explanation on how to set and get them one at a time, and all together. I also need to understand how to set and get them from the right bits. I have been trying to set multiple bits by doing.. var _flag = (_top_left |...
10. ### Help understanding bitwise tile collision for 16px tiles

Hey everyone! So I've made several attempts at understanding the complex world of bitwise operations so I can get tile collisions all figured out, and this time I figured I'd just ask! I've read up on the new articles in the GMS2 manual, done lots of research prior, and looked through the demos...
11. P

### Legacy GM Bitwise operations and their uses

GM Version: Studio and up Target Platform: All Download: N/A Links: The documentation on bitwise operations Summary: An in depth tutorial to teach you how to use binary operators to your benefit for beginners. Tutorial: First of all, I created a tool to let you easily test bitwise operations...