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Messages - TheExDeus

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1
General ENIGMA / Re: What now?
« on: November 26, 2016, 07:30:01 PM »
I doubt I will do anything with this project anymore. It is hard to maintain (especially IDE, which I don't maintain at all) and patchy. Now a much better engine can be written from all the things I learned by making ENIGMA. And even though that engine is coming along slowly, I think I won't have a choice as I need an engine like this myself. My daily work (computer vision based software development + Phd program in which I'm still technically in even if I have taken 2 years off) keeps me swamped as always. But I do see a large need for an easy to use cross-platform engine in which you can make complex games/programs in hours instead of days or weeks and it seems I will have to make it myself. I have tried many engines (like Unity (for which I even made plugins) and UE4 (which influenced large part of my PhD)), many windowing and graphics systems, and none convinced me. Not only all of them have massive dependencies (seriously, ENIGMA is the only engine these days that can make a 2mb executable that even includes all the resources), but they are cumbersome to use and require their own IDE's (just like sadly ENIGMA requires).

So I'm not sure what is next for ENIGMA, but most probably I won't be making it. I am still around and if Josh or anybody else starts doing something I will follow and if I have time then gladly pitch in. Josh is the reason I started C++ programming and making this ENGINE with him and others have been the most useful thing I have ever done, as it has given me skills and knowledge that is hard to acquire any other way. He is clearly much smarter than me in all things software and his way of writing posts (calm, intelligent and to the point) has always starkly contrasted others and so whenever I see a post made by him I have this sense of "new message from god" before reading it - so they are posts that I can look forward to. Like notes from a teacher. I guess that is respect I have for him and had all these years. Imagine - I joined 8 years ago.. Couldn't understand a single post Josh wrote because all I knew was basic GML. Yet as far as I know he is younger than me, which just shows how far in front he was.

2
General ENIGMA / Re: Some stupid question
« on: November 09, 2016, 03:05:46 PM »
ENIGMA is a game engine, while SDL is a framework. ENIGMA could *use* SDL actually. And it has been tried before. The engine I am slowly working (kind of a rewrite of ENIGMA) actually uses SDL for the windowing, input and some more things.

3
I disabled the extension by default in master.

4
You have a variable called "new" in the holdItem object. It is reserved name in C++ and parser doesn't handle reserved names in any way. So open your project and replace the local variable "new".

The collision error is weird. You can try changing the collision subsystem and see if that works.

5
General ENIGMA / Re: Question about project output.
« on: July 11, 2016, 05:03:18 AM »
The ENIGMA engine itself is in C:\enigma-dev\ENIGMAsystem\SHELL - or your equivalent.
When you press "Run" or "Compile" your code is turned from EDL (similar to GML) into C++ via the parser and written to C:\ProgramData\ENIGMA\Preprocessor_Environment_Editable - or your equivalent.

Having the sources won't give you much though. For running something on an embedded device the code needs to be written in a way to support that. For example, ENIGMA supports GL1.1, GL3.3 and DX9 (broken probably) and non of those work for embedded devices. OpenPandora uses GLES, which ENIGMA doesn't currently support.

6
General ENIGMA / Re: Enigma roadmap
« on: July 07, 2016, 02:41:40 PM »
One basic idea I had about a year ago was allowing regular coding, but integrating the events into the regular code editor so it would be easy to navigate if all the events are in the same source file (like I think it would be in case of a single object). Basically something like this:

But not as ugly. Even by disabling the rectangles in the main view, the minimap view (right side) with segmented colors would actually be enough for me for easy navigation. I think I would try making that as a plugin for Atom as it supports HTML / CSS. I won't be able to add that to sublime.

7
General ENIGMA / Re: Enigma roadmap
« on: July 06, 2016, 01:15:46 PM »
DnD is not a priority for me and I personally don't plan to support it at all. So yes, I have plans of events working like tabs or to have one code window which holds event code all together, but has a visible division inside the code editor splitting up the code.

8
General ENIGMA / Re: Enigma roadmap
« on: July 06, 2016, 04:48:48 AM »
The "augmentation" part is a backronym. Just like for many great things, ENIGMA's name didn't mean anything.
In fact I just call it PURE, because in code pure_enigma is a long namespace name. So I ditched the ENIGMA part. Technically it wouldn't be THAT hard to make the basic functionality, because I do take inspiration from ENIGMA's source and its structure.
There are several great differences though:
1) I use C++11 from the start.
2) There is a codified style guide.
3) I use proper coding patterns, taking specifically from Game Engine Architecture book and the Game Programming Patterns book. Together with a lot more knowledge that I now have compared to what I did when I started working on ENIGMA.
4) I won't have a parser - or it will be optional. You code in pure C++11, which looks like EDL/GML anyway. But this means the way access for instances works won't be compatible with GM. Like (1985043).x won't work. I will try to make it as easy as possible though.
5) IDE is optional - you can do everything in source. IDE will be made in the engine itself.
6) SDL2 is used for cross-platform windowing / input / sound backbone. This reduces a lot of platform specific code. Graphics by default will be GL3.3 for start.
7) For make cmake is used instead of regular makefiles. This will fix some platform specific issues we had in ENIGMA's makefiles and is more versatile.
8) For math I use GLM, instead of custom code. While custom code worked, this will be easier to use and it is more optimized.
9) Several differences in the engine itself - like it will have two loops. One - step - is going to have the update the same rate as draw, which is how we have it now. But we also have fixedStep which has a separate update loop - like 30 times a second or something (changeable) - this is often necessary for physics. Also several windows will be supported. And systems will be easily threaded. Like audio will be a separate thread automatically. These things are actually not that hard.

These are some of the differences I have in mind.

9
General ENIGMA / Re: Enigma roadmap
« on: July 05, 2016, 02:11:08 PM »
I personally think a total rewrite is the only option. The pure ENIGMA project I posted earlier is my try on it. Sadly I don't have that much time these days, so progress is slow. Finding others for help is also not easy and that would involve a lot of project management which takes even more time.

10
Issues Help Desk / Re: Lots of compile errors
« on: June 16, 2016, 04:01:38 AM »
Yeah, sorry I didn't change DX9.

You do have a 12 years old graphics card. That does limit on what you can do with it. I personally don't plan supporting anything nearly as old in the future, but that will probably be outside ENIGMA.

11
Third Party / Re: ECOE - In terminal Linux object editor
« on: June 15, 2016, 08:13:45 AM »
Code looks okay, but I don't like C so I cannot give you many tips. I personally use C++ everywhere, and specifically modern C++. The "proper" way to use C++11 and newer actually make it look like more to python than C (C++14 guidelines being a good resource), so I enjoy the new C++ more. It would probably make your code smaller.

12
Off-Topic / Re: NVIDIA GTX 1080 and 1070 line of cards !
« on: June 13, 2016, 01:12:34 PM »
For 1080p the 960 should be totally fine. I have overclocked 970 and I can play every game on ultra without any problems. The new ones will greatly help with VR though, as requirements there are a lot higher (2 * 1080p with 90fps). But if you don't plan to VR (or at least on Utra) then you can hold off for now. I personally think the only VR worth considering is the steam's HTC Vive, but sadly it costs 1k. I will probably skip a generation.

13
General ENIGMA / Re: Why the draw event types jump from 0 to 64
« on: June 09, 2016, 01:27:50 PM »
What is the other source from?

14
Third Party / Re: Game Maker IDE
« on: June 06, 2016, 06:12:00 AM »
I did try it and it worked. It had an error message at the top (can't remember what it said), but it worked.
Cool midi editor.

Did you make all the widgets yourself? Can you show an example code of a window or something? I'm making widget systems here and there (including BasicGUI extension in ENIGMA) and just wanted to see some other approaches. Textboxes with colored text, like scripting window is a though one. At least to make fast. I had the idea of a simple html parser, but I didn't want all the loops. The ability to rebind keys is something I haven't though about and window snapping. Like dragging a window near the edge of another window and allow them to automatically resize. You don't seem to have it either.

If you are interested in some bug reports / improvements:
1) The midi sound is a little weird. Like having an electrical filter over it.
2) Buttons in midi like "Traspose" have only "ok". So you cannot cancel out. It will probably use your windows instead of GM's later I guess.
3) In code editor emply lines don't have line numbers. I don't know if that is intentional. The numbers are not skipped though. Code editor also has two arrows at the bottom that do some weird mouse chasing, so I don't know what they are meant to do.
4) Some right click / left click functions for the resource tree would be nice. So I don't have to go to top to add new resource.

I see that framerate falls rapidly when few windows are opened. I will check how many draw calls it makes. I believe with texture pages which GM supports it should actually be able to manage the whole drawing in one.

15
Third Party / Re: Game Maker IDE
« on: May 21, 2016, 01:26:23 PM »
Game Maker made in Game Maker. I actually love that. I actually want to make an ENIGMA IDE inside ENIGMA. Then we could actually write shaders and particle systems and show that in real-time. Also have 3D room editors and so on. I like how Unreal just packs the editor in the same exe as the game and I want something similar, but with of course separately compilable games as well.

And I love interleaving of DND and code. As Robert mentioned, this was actually considered, but nobody had the time to try something like that.

And the whole thing is only 3mb - that is why I want an ENIGMA IDE as well. A 3mb - 0 dependency executable.

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