ENIGMA Development Environment
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Messages - The 11th plague of Egypt

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241
Announcements / Re: Anaphase
« on: April 05, 2010, 02:51:22 AM »
People relax and let him work. We don't want all this excitement to stress his life.

Good luck with the release. I'll wait.

242
Announcements / Re: Anaphase
« on: April 04, 2010, 05:56:41 AM »
Having a nice program is a necessary but not sufficient condition for a good release.

Before releasing you need to:
- have a working bug-tracker, something we can understand
- write some documentation, at least a changelog describing what works and what not
- tell us what needs to be tested, and how we can help

243
Announcements / Re: Metaphase
« on: April 02, 2010, 04:40:53 AM »
I'm excited and afraid. I don't know if I can be really be a helpful betatester :ohdear:

244
Off-Topic / Re: ACTA
« on: March 29, 2010, 09:21:15 AM »
I love the Internet. Free.
I hope we all agree on this one.

245
Announcements / Re: Collisions
« on: March 27, 2010, 08:59:23 AM »
Just a little doubt. In GM the lists declared inside an object are accessible form every object.
I don't know why, but they seem to be "global". What will happen now?

246
Off-Topic / Re: ACTA
« on: March 26, 2010, 05:04:12 AM »
yeah um not everyone lives in the us/uk, care to mention what region this is
*It's international
That's the point. It's a secret trading agreement on a worldwide scale.
It's an anti-democratic project which is avoiding public scrutiny.

This is not the new DMCA, it's ten times worse.

Here are some alternative download links. The Pirate Bay is tracked.
http://yro.slashdot.org/story/10/03/24/1214239/Full-ACTA-Leak-Online?art_pos=1

The EU parliament already rejected it, but it's still being negotiated.
http://yro.slashdot.org/story/10/03/10/1449259/EU-Parliament-Rejects-ACTA-In-a-663-To-13-Vote

247
Announcements / Re: Summary
« on: March 26, 2010, 04:46:43 AM »
20.5 fps with 1955 particles for Enigma
16-17 fps with 260 particles for GM

on my Win 7 laptop with an Ati 4570 card.

Why do you need 2 different cc and cci variables?

BTW I see you just bought GM8.

248
Announcements / Re: Another quickie
« on: March 25, 2010, 11:45:11 AM »
Wow. I didn't think Windows 7 was this bad.

I have Vista at home, and I've changed the theme to the efficient Windows 98 style, instead of the Windows Aero theme, to make everything go faster. I've disabled many, many visual effects. I run CCleaner, MyDefrag, Mz Ram Booster, Eusing Registry Cleaner, and I close all unnnecessary processes using batch at each startup. I have as few windows open as possible. I've removed the dock to the right, and the desktop background as well. I've done every single thing to make sure my computer runs Windows Vista as efficiently as possible, but I do have a screen resolution of 1440*900, which is the only exception.

I assume I can do all this in Windows 7, too. Correct?
Hum, no. You can't use the classic Start menu, for instance.
I had a 98ed vista too, and I liked it, but Win 7 is ok, you can distinguish an open program from its icon
because if you mouse over an opened program's icon, it will change color.

Just one thing, I miss the button to go to the parent directory!

BTW you can disable unused processes once and for all using the services.msc configuration tool.
However, the performance increase in modern pcs is minimum.
If you mean other programs running at startup, CCleaner has a tool to disable them.

249
Announcements / Re: Another choice.
« on: March 21, 2010, 12:40:15 PM »
I'm curious. What language is the with() statement taken from? I use it to work with all the instances of a given object, I'm not sure that's good coding practice, but hell it's useful.

250
Announcements / Re: Another choice.
« on: March 18, 2010, 09:18:14 AM »
Any news about the project?

251
Announcements / Re: Another choice.
« on: March 16, 2010, 02:14:18 PM »
Quote
Directly converting GML to C++ is impossible. They should not expect it.

IMHO we are just trying to make C++ and GML live togheter.

Call me a philosopher, but I'm not sure what you mean by "impossible" or "directly converting." ENIGMA's purpose is to convert GML to C++. I started the project because I noticed enough similarities in syntax that doing so would be relatively easy, in fact. Some things will obviously never work in plain C++, the first of those being with() {}.
By converting I mean translating, you are not going to convert GML into C++ like you convert English into French.
The conversion only happens under the table, but the user won't see their GML turned into C++.

Users will not use Enigma to convert their GML to C++, they'll use it so in order to take advantage of GML and C++.
No one wants to get rid of GML here.

Also, breaking one of the most idiotic features of GML in order to save one of the smartest features of C++ seems a good trade to me.

252
Announcements / Re: Another choice.
« on: March 16, 2010, 04:53:00 AM »
Doesn't really matter if it should or shouldn't be used - someone uses it in some game, and they expect to convert said game directly to C++ with Enigma, which is a fairly reasonable expectation.
Directly converting GML to C++ is impossible. They should not expect it.

IMHO we are just trying to make C++ and GML live togheter.

253
Announcements / Re: Another choice.
« on: March 14, 2010, 11:21:45 AM »
No, let's try to explain what a type is.

A type is the type of the variable you want to declare. This is how you use it in C++

char is the type used to declare a character variable
char a = 'a';

int is the type used to declare an integer variable
int a = 1;

double is the type used to declare a double precision floating point variable
double a = 3,14;

var is an all comprehensive type: you can use it to declare any type of variable you want, it makes your life simpler,
but it performs bad
var a = 'a';
var b = 1;
var c = 3,14;

In GM you can declare a variable without defining its type.
b = 1;
In C++, you NEED to declare the type, or it won't work.
Of course Enigma will make it work anyway, but it will perform less faster.

In C++, and in any real coding language, when you declare a variable, that variable will only be usable inside the block of code you declare it in.
So, in GML you can do this
for ( i=0; i<10; i+=1)
{
a=i;
}
a=3;

In C++ the variable "a" will be deallocated after the last }, so if you wanted to use "a" outside the block, you have to declare it outside
int a;
for (int i=0; i<10; i++)
{
a=i;
}
a=3;

So, if you make any int variable work at an object level, instead of deallocating it, that will break an important C++ feature.
Please people, vote for the first option, your GML programs will work anyway, but you won't break our C++ codes.

254
Announcements / Re: Another choice.
« on: March 14, 2010, 06:23:26 AM »
GM strings are already "\\"

Local becomes necessary when you think in C++ terms

In C++ if you declare a variable inside a function (Gm users please think of a C++ function as a GML script), only that function will be able to see it.
Now, since we are declaring a variable inside an event, only that event should be able to use it. If you want an object-wise variable, you should use
a keyword, like the one you use global in a GM event to declare a global variable.

However, events are something that really confused me when I started C++. Even in GM, you should just use the create and the step event, since
all the others are easily implementable and just mess up the code so you have to go back and forth to understand the simplest piece of code.

For example, all the keyboard and mouse events can recreated in the step event using a single line of code each.

Everybody, if you want to add a C++ feature, it's better not add it in a GM style.

255
Announcements / Re: Another choice.
« on: March 13, 2010, 12:22:42 AM »
SO. If we use "local" this way, here's the layout:
local int a; //Declares variable "a" as an integer. "a" behaves like variables such as "x" and "y".
int a; //Declares variable "a" in the current script. It cannot be used in other events or codes, like "var a" in GML.
a = 0; //"a" is assumed to be a local variable, and will be given type "var" if no one else says anything.
So writing a=0 means writing var a=0 in the sense of GM var?
But then our object create events are still screwed. Or you mean something like local var a?
And var int a=0 or local int a=0 would be 2 other completely different things.

Then we have 3 ways of declaring a variable: 1 for retro-compatibility and 2 to define?

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