ENIGMA Development Environment
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Messages - Josh @ Dreamland

Sound and Music / Re: Re: ENIGMA examples - Graphics: 43% done
« on: November 18, 2010, 04:27:24 PM »
I can't play that. Besides, it solves nothing. I don't see a MIDI to MO3.

Sound and Music / Re: Re: ENIGMA examples - Graphics: 43% done
« on: November 18, 2010, 08:56:06 AM »
DUMB supports MOD, S3M, and XM. So, sure. It's not like MIDI uses anything not covered by MOD (Correct me if I'm wrong, of course).
In actuality, it's a good idea to store MIDI files as MOD or the like anyway, because then you know how it sounds on each machine.

Sound and Music / Re: Re: ENIGMA examples - Graphics: 43% done
« on: November 17, 2010, 07:43:56 AM »
Okay, how about s3m? I can't find anything saying whether it's open or not, but Gweled uses it.

General ENIGMA / Re: The Life of a Games Progammer (GM dev blog)
« on: November 17, 2010, 12:01:12 AM »

Sound and Music / Re: Re: ENIGMA examples - Graphics: 43% done
« on: November 16, 2010, 08:20:10 PM »
If you find one, let me know. There are a bunch of sequencing formats; Nintendo even uses one. I don't know of any open ones (I kind of thought XM was now).

Sound and Music / Audio Sequencing (midi alternatives)
« on: November 16, 2010, 07:50:49 AM »
Mod Edit: This post was originally posted in response to http://enigma-dev.org/forums/index.php?topic=666.0 but was split when a whole discussion branched from it.
The topic of discussion is possible alternatives to the MIDI audio sequencing format, preferably something that both LGM/Java and Enigma can support and/or convert.
Original post:

Why not extended fucking module? Someone find a midi2xm we can port around. MIDI is the only format smaller than XM, and XM sounds nicer and more consistent. They're practically siblings.

Isn't something for Java able to do that?

General ENIGMA / Re: The Life of a Games Progammer (GM dev blog)
« on: November 16, 2010, 07:49:31 AM »
Yes, I'm aware of that, but the question is of how many ifs we want to be executed each run. Mind you we need to know not only how much area we can fit, but how large our textures can be. There -is- a cutoff for that on mobile devices, for which I can query, but that means a further increase on load time for something that should be done at compile time. It'd probably be frugal to add an option for that and offer our "best guess" as a default.

Off-Topic / Re: C++0x and garbage collection
« on: November 15, 2010, 09:56:42 PM »
Don't give Valgrind too much credit.
Though the idea of a GC irks me, Valgrind is not perfect. It has been difficult to determine what ENIGMA leaks Valgrind indicates are legitimate, since it gives a definite loss record on all GL Mesa calls, and a possible loss record on all ENIGMA's pointer arithmetic (used for such sinister concoctions as lua_table<>).

So I can't run anything in ENIGMA without an 8MB loss record from one GLX call.

That said, the idea of relying on a GC to clean up after me is disgusting.

General ENIGMA / Re: The Life of a Games Progammer (GM dev blog)
« on: November 15, 2010, 09:51:54 PM »
1) Yes, I was thinking about how it could be applied, but then I realized that doing so would completely alienate a useful function: GL_WRAP based tiling. Honestly, I'm not entirely positive how to justify a check for texbordx and y (As you mentioned) against 1 just to determine if tiling is possible... I've been giving it some thought, but I'm not yet confident enough to just go through with it.

2) All of the wet dreams he mentioned for GM are already implemented in ENIGMA. I'm presently working to allow correct member access in templated structures. Regular (and multiple-inherited) structures work fine in ENIGMA in all contexts.

Code: [Select]
RECT a; a.left = instance_nearest(x,y,0); a.left.speed = 5;
Honestly, the hardest part about implementing that has been trying to get Ism to highlight them. As you can plainly see, she has access to the list.

And no, we should not denigrate Dailly just because he works for Yoyo. He's the most intelligent person they have on staff. I can't afford to pay people like him or I'd find one for us.

Graphics and Video / Re: ENIGMA examples - Games
« on: November 14, 2010, 12:42:44 PM »
Now you're seeing the project like I do.

Most of the hard things are done. Roughly five remain. These are the three I can most readily remember:
1) Proper template instantiation for accurate type resolution on template parameter typed members (Working on this one right now).
2) Switch statement optimization/implementation (I need to be able to get the integer value of constants).
3) Proper argument type resolution (This may never actually happen).

From there, we have other some milestones that I will more than likely be the one to do:
1) Proper local modularization (See Ism's alarm code; I described to her how to do once what the compiler would soon be streamlining).
2) Comment based output sectioning for compiler feedback parsing (Meaning if GCC errors from the user's object headers, I just read up to the nearest comment to find out what object/script the error was in).
3) Depth. I told everyone how to do this, but I know I'll be the one to do it when I feel like it. It's not difficult at all.
4) Design mode (Build Mode from R3). You've probably never heard of it, but it was ENIGMA's trump card (I'm sort of working on it now).

Additionally, r9k is working on a polygon collision engine, and Ism is doing what I was hoping someone would do, being to take my collision_bbox_rect and do some bbox-based collision functions to get the system up and running in general.

Once that's done, though, I can pretty much stamp a big "DONE" on ENIGMA as far as being a competent development application goes, because the rest of the GM library is trivia and nonsense.

And, eh, move your draw_primitive_set_line_width(20); above your draw_primitive_begin(). ;)
Also, I was thinking about adding an option for scripts (embed in all, use with(), automatic). For now, I embed them all because memory is cheap, but not so much the extra time to dereference a non-this. (ENIGMA's with is actually pretty damn efficient, but...)

Graphics and Video / Re: ENIGMA examples - Games
« on: November 13, 2010, 10:41:29 AM »
Hahahaha. Yes, since ENIGMA is the one that declares arguments, I should have had it add them to its list of script locals when parsing them. Silly mistake on my part; nothing to fret about.

Graphics and Video / Re: ENIGMA examples - Games
« on: November 11, 2010, 11:35:57 AM »
I can't think of any reason "if (nx*nx+ny*ny<radius*radius){" would behave that way. If you like, you can look at IDE_EDIT_objectfunctionality.h and find how the faulty code is exported. If you see something wrong with it, tell me and I'll probably be able to diagnose the problem.

Proposals / Re: Re: Preprocessor Directives (The compile-time "if")
« on: November 09, 2010, 07:19:56 PM »

Graphics and Video / Re: ENIGMA examples - Games
« on: November 09, 2010, 06:50:03 PM »
Some part of me was hoping that game would work in ENIGMA and not Game Maker. Turns out the opposite was true.

Proposals / Re: Re: Preprocessor Directives (The compile-time "if")
« on: November 09, 2010, 06:43:37 PM »
Since ENIGMA is responsible for understanding those macros to correctly parse its engine file, I would have to go out of my way to stop users from accessing macros like TARGET_IPHONE_SIMULATOR from your example. I of course have no intention of doing so.

So yes.