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Messages - Goombert

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 02, 2013, 06:30:11 pm »
No, even better than that OBJ is going to be our default model format. we will have d3d too, but internally it will all be OBJ, the interface will be set up like images so that you would just expand the model formats code like you do for image formats in universal files somewhere.

General ENIGMA / Re: The ENIGMA Team Appreciation Topic
« on: September 02, 2013, 05:52:45 pm »
Ha, you are too nice, we're just regular people, the thing is you can't find too many unique or individual people these days. Also, fuck the GMC they banned me too just for having a debate about how poorly YYG has been misleading and destroying the community. Also, notice how much of our stuff appears to be blue? And we don't go for that dark crap? The most popular color in the world is blue...

It projects peace and tranquility, I am the biggest behind the use of the color blue, to make our community a happier place using Freudian style psychology. :P

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 02, 2013, 05:48:22 pm »
Well anyway, good luck, I'd like to see the rendering performance with my mesh classes though :P

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 02, 2013, 04:56:34 pm »
Holy fuck, what are you making this in? And how fux are you getting that high of a poly count?

Announcements / Re: Shader Resources
« on: September 02, 2013, 04:12:17 pm »
@cheeseboy and TKG and everyone

Alright guys, after spending all night last night and this morning I was finally able to resolve the mutual exclusion issue in the plugin, it was a real doozy of a bug. Go ahead and get the new LGM jars from the LGM topic, I am uploading the patched portable zip now I had it taken down to make sure nobody came a long and downloaded the bugged version.

You can all thank TGMG, it is nice to have him back with the project.

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 02, 2013, 05:48:41 am »
I have no opposable thumbs.

Tips, Tutorials, Examples / Re: Example Shaders
« on: September 02, 2013, 02:21:18 am »
The per pixel one is just a basic regular per pixel black and white shader, just meant to be the most basic.

Works in Progress / Re: New Linux Game Coming Soon Made With Enigma
« on: September 02, 2013, 02:20:26 am »
Code: [Select]
[img width=500]url[/img]
Anyway, looks interesting, I suck at modeling.

Issues Help Desk / Re: Some problems I have found.
« on: September 02, 2013, 02:18:03 am »
@SuperRideTH please report bugs on the github repository trackers...



That way we can easily find them all.

General ENIGMA / Re: The Times They Are A Changin'
« on: September 02, 2013, 02:16:37 am »
Ok, now that, is fucked up, your segfaulting on locking a vertex buffer with a void pointer? How the fuck is that even occurring for you? Try it out on like a different game that just uses a model no basic shapes or d3d_draw_wall but d3d_model_wall and stuff.

General ENIGMA / Re: The Times They Are A Changin'
« on: September 01, 2013, 03:37:27 pm »
Just ask me Harri and I'll give you the credentials to log into our account, it should be on the staff board. Also, like I said triangle lists will slow down, well speed up if you have lots of primitives but down if a single primitive because and index buffer is added on top but its not checking for duplicate verts, triangle fans should really speed up as well as strips since it no longer takes duplicate verts to batch them to the triangle list but simply indexes them, but ya like I said we need to add an optimizer to triangle lists and line lists. But Harri, you said you used to get 600fps with my cubes demo? It should be going just as fast or faster now because my d3d_model_block already had them in the most optimal possible format with indexing, it should not have gotten one bit slower for you, it got 7fps faster for me.

I also wish you and polygonz would help me with DirectX some now since it can do models and quite a few games. There are still people on XP and OpenGL 1 is still horribly slow and nonsensical when on Windows without OpenGL 3 capable hardware.

Announcements / Re: Shader Resources
« on: September 01, 2013, 01:29:52 pm »
Hold on, I am working on it, my fix did not solve the GMK problem, give me a little while.

Announcements / Re: Shader Resources
« on: September 01, 2013, 05:41:54 am »
Yes, this should be possible now TKG after the bugs I just fixed this morning, get the new JARs from the LGM topic and patch it yourself or just redownload the portable ZIP.  (Y) Also, go to File->Preferences and set your theme to native and restart, I can't stand looking at the default Swing theme.

@Harri, give me a day or two and I am going to hook up the shader compiler to output the feedback in LGM's progress window and to the console or output log as Josh has advised me to do.

General ENIGMA / A Few Good Bugs
« on: September 01, 2013, 05:31:25 am »
Just to update you guys on a few things.

I fixed why the plugin was not rebuilding the compiler, it was actually me delaying the thread for double clicking gmks and gmx, I have fixed it all properly and added the ability for EGM's to be double clicked now as well, so that is all good. Get the new JARs from LGM topic or redownload and extract the portable ZIP.

I have also fixed the issue with the output_log.txt growing to immense sizes, simply merge this commit...
And it will no longer append to the file, but overwrite it. Rebuild the exe yourself, or again, get the new portable ZIP.

This also fixes why old EGM's wouldn't add a Shaders resource group.

Off-Topic / Re: So uh. . .do I belong here?
« on: August 31, 2013, 05:24:03 pm »
You are welcome and if there is anything else you need do not be afraid to ask. I also took your suggestion and uploaded a Youtube video...

Anyway yes our goal is definitely to get on more and more platforms than just Windows, Linux and Mac but this first requires our new compiler which is almost done and for us to really improve the stability of the current software on desktops which we are currently working tirelessly to accomplish.