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1531
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 06:46:57 pm »
I think it said OpenCL in that video I watched last night, I don't know I can't find anything specific now but it is getting praise for being in the GPU.
https://www.google.com/#q=unreal+engine+4+particle+collision
https://www.google.com/#q=unreal+engine+4+particle+collision
Quote from: Google
Unreal Engine 4: next-gen gaming effects | fxguide
www.fxguide.com/featured/unreal-engine-4-next-gen-gaming-effects/
Oct 22, 2013 - Unreal Cascade is the Unreal Engine's built-in visual effects editor. ... GPU particle simulation and collision and more in the Unreal Engine 4 ...
1532
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 05:51:52 pm »
I just tested drawing text in an empty game, Harri's example, and Gregs sprite font, and my sprite font, while I was uploading and it all works good so go test yourself with the Portable ZIP and it should be all good.
http://enigma-dev.org/docs/Wiki/Install:Windows
http://enigma-dev.org/docs/Wiki/Install:Windows
1533
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 05:36:42 pm »Quote
Also Robert will probably update the installer later and all will be good with the world. Or we just broke the whole thing *flips table*.lmfao, I'll update as soon as you can confirm text drawing works while particles are rendering, they wouldn't for me in the example you sent me, but it could also be because I am on an out of date repo.
Edit: I can confirm that they work after pulling Harri's changes and fixing the font ranges to have less than 500 characters, uploading the new Portable ZIP now.
Also, Harri, I want to take a second to mention, we are not going to drop support for the collision detection with particles, we can very easily optimize it out, colliding particles is actually a new feature of Unreal Engine 4 they do it in hardware though using OpenCL.
1534
Issues Help Desk / Re: Errors when using git-bash update
« on: April 22, 2014, 04:40:12 pm »
Yes but they were merged into the main repository, so you can go ahead and trash them, delete the old extracted ENIGMA Portable, and then extract the new one.
1535
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 04:39:20 pm »
It's theoretically possible it could have ran as I did already write the model code, but there is no texture interface, and the least I get is usually a crash, I haven't worked on it in a while.
1536
Developing ENIGMA / Mega-textures and Atlasing
« on: April 22, 2014, 04:20:43 pm »
We've discussed this before, but basically ENGIMA needs texture paging/atlasing/s for mobile platforms that can't handle texture binding but have good video RAM.
We also currently do not have mega-textures for fonts, so you are limited to around a MAXIMUM of 500 characters, Harri just ran into this after testing the new Unicode font support because he set a really huge range for all his characters and didn't optimize it. The picture below shows how it could not fit all 555 characters he had set.
Studio also has the "used for 3D" option for textures and sprites which makes them their own texture, which is good for multi-texturing as well. Not much to discuss really, we just need to do it.
There is also an issue for this filed on the tracker.
https://github.com/enigma-dev/enigma-dev/issues/653
We also currently do not have mega-textures for fonts, so you are limited to around a MAXIMUM of 500 characters, Harri just ran into this after testing the new Unicode font support because he set a really huge range for all his characters and didn't optimize it. The picture below shows how it could not fit all 555 characters he had set.
Studio also has the "used for 3D" option for textures and sprites which makes them their own texture, which is good for multi-texturing as well. Not much to discuss really, we just need to do it.
There is also an issue for this filed on the tracker.
https://github.com/enigma-dev/enigma-dev/issues/653
1537
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 03:34:28 pm »
After the following 1 line change it works again locally for me.
https://github.com/enigma-dev/enigma-dev/pull/700
And no don't expect it (D3D11) to draw particles.
https://github.com/enigma-dev/enigma-dev/pull/700
And no don't expect it (D3D11) to draw particles.
1538
Issues Help Desk / Re: Are particles working in ENIGMA? Not for me !
« on: April 22, 2014, 03:29:27 pm »
Harri, it should be able to compile an empty game and do draw_clear as well as by default clear the background color, it used to, however I am getting undefined references locally.
Looks like I forgot to check if it built after my last image changes for BGRA instead of RGBA.
Code: (Bash) [Select]
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/backgroundstruct.o:backgroundstruct.cpp:(.text+0xbec): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/backgroundstruct.o:backgroundstruct.cpp:(.text+0xbec): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fontstruct.o:fontstruct.cpp:(.text+0xb82): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/fontstruct.o:fontstruct.cpp:(.text+0xb82): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/spritestruct.o:spritestruct.cpp:(.text+0x14f): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/Universal_System/spritestruct.o:spritestruct.cpp:(.text+0x14f): undefined reference to `enigma::graphics_get_texture_pixeldata(unsigned int, unsigned int*, unsigned int*)'
Looks like I forgot to check if it built after my last image changes for BGRA instead of RGBA.
1539
Programming Help / Re: Using C++ and GML in same project. Why?
« on: April 22, 2014, 02:47:49 pm »
Harri, there are unsigned types in Java, C# added them, now Java 8 added them.
https://blogs.oracle.com/darcy/entry/unsigned_api
https://blogs.oracle.com/darcy/entry/unsigned_api
1540
Programming Help / Re: iOS/android
« on: April 22, 2014, 02:10:47 pm »
GLES is OpenGL for Embedded Systems, it is the biggest requirement for getting Android/iOS/JavaScript ports. GLES and WebGL basically fit the spec for OGL 3 1 to 1, that is why Harri started removing the FFP from OGL3. Now when we make a JavaScript port of ENIGMA, it will most likely be an entirely different repository, and an entirely different set up. This is the current repository for the JavaScript port.
https://github.com/enigma-dev/ENIGMAjs
https://github.com/enigma-dev/ENIGMAjs
1541
Issues Help Desk / Re: Errors when using git-bash update
« on: April 22, 2014, 02:08:13 pm »
You mean you deleted the old ENIGMA folder and extracted the new one from the site? I just updated it yesterday with working_directory fixed.
http://enigma-dev.org/docs/Wiki/Install:Windows
The git-config of the latest Portable ZIP appears to be fine.
http://enigma-dev.org/docs/Wiki/Install:Windows
The git-config of the latest Portable ZIP appears to be fine.
Code: (Bash) [Select]
[core]
repositoryformatversion = 0
filemode = false
bare = false
logallrefupdates = true
symlinks = false
ignorecase = true
hideDotFiles = dotGitOnly
[remote "origin"]
url = https://github.com/enigma-dev/enigma-dev.git
fetch = +refs/heads/*:refs/remotes/origin/*
[branch "master"]
remote = origin
merge = refs/heads/master
1542
Programming Help / Re: Using C++ and GML in same project. Why?
« on: April 22, 2014, 12:58:20 pm »
Actually you want unsigned int, because it is never negative, or size_t.
1543
Programming Help / Re: iOS/android
« on: April 22, 2014, 12:54:36 pm »
Mac was not broken until I came along, I wanted to clean up the platform code and remove duplicate code, and I have, and we now have Linux working fine, I just fixed working_directory and "Freeze on lose focus" for the platform too. The only problem is I don't have a Mac, and rarely do people show up and try to build for it, if one person could just hang in long enough for us to make it all the way through the process, that would be awesome.
Quote from: Darkstar2
They will have to do like YYG and deprecate some functions and make some minor some major changes to restrict enigma to comply with security requirements of said app storeNo we don't need to do that, ENIGMA's entire system is extremely extensible you can just turn off the code which doesn't fit the requirement of a particular app store. That doesn't mean we remove it all together.
1544
Issues Help Desk / Re: compiling for mac?
« on: April 22, 2014, 12:51:15 pm »
Actually, these two are the only real errors. Any other ERROR or anything in that log is from JDI, and those are actually normal right now.
Code: (Bash) [Select]
Platforms/Cocoa/CocoaMain.cpp:44:20: error: no member named 'sleep' in the global namespace; did you mean simply 'sleep'?
if (ms > 1000) ::sleep(ms/1000);
^~~~~~~
sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
void sleep(int ms) {
^
Platforms/Cocoa/CocoaMain.cpp:45:5: error: use of undeclared identifier 'usleep'; did you mean 'sleep'?
usleep((ms % 1000) *1000);
^~~~~~
sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
void sleep(int ms) {
^
2 errors generated.
1545
Programming Help / Re: Using C++ and GML in same project. Why?
« on: April 21, 2014, 09:02:58 pm »
Structures specifically, if you for instance want the equivelant of a point object or something, you can make a small struct with just the variables, or say you want your own particle object to write a 3D particle effects system, you don't want to make an instance and include all built-in local variables such as x,y,speed,direction,image_angle etc for just a tiny 3D particle, you want only the variables you need. The biggest thing with it being you don't need scripts and DLL calls to wrap extensions and native code.
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