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General ENIGMA / Re: Rules and Guidelines - Last modified December 16, 2010
« on: May 01, 2013, 02:53:39 am »- Don't spam or post for the sake of it, eg. posts such as "first!"
- Don't post/link pornographic/adult material and content that encourages the breaking/violation of any state/federal/international laws
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- Stay on topic, it is disrespectful to hijack topics and we have an off topic forum for such discussion
- Be respectful of others, personal matters are to resolved outside of the forum board, racism isn’t tolerated
- Only bump old topics with proper reasoning, double bumping is not allowed
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We can enforce the rules, but react only as quickly as humanly possible. We are not liable for your experience in this forum; enter and participate at your own risk. All opinions and comments transmitted to this website are owned by their respective owners, not by the ENIGMA Team, we will not be held responsible for any comments or opinions posted by anyone on this website. Illegal content will be dealt with, however the ENIGMA Team makes no guarantees that all of such content will be removed. Please notify the ENIGMA Team or an administrator promptly of any such content found and it will be dealt with.
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General ENIGMA / Re: DirectX Graphics System Port
« on: April 29, 2013, 05:55:41 pm »
Scratch that I worked it out, as soon as you install the Windows SDK MinGW can find the DirectX 10/11 headers, users will just be required to install that if they intend to wirte a DX port of their game until they are prepackaged with MinGW by default.
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General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 29, 2013, 04:47:39 pm »
Forthevin can you tell me exactly how I am supposed to do this? I am good at helping with these very monotonous things like moving functions to a namespace, but Josh told me to hold off because it is very easy to mess up, and now I don't know how to start doing it. As far as I think I just need to move the function declaration and definition in the headers and sources into namespace enigma_user { } is that correct?
2870
General ENIGMA / CG Shader Compiler
« on: April 29, 2013, 02:59:10 pm »
As all of you already know in the new graphics system things such as fog and lighting must be redone using shaders. We are going to support the dynamic GLSL linking functions that I added for debug purposes, but the main shaders will be written in CG like Unity3D, Unity Labs also offer the source code to their shaders in an archive for download.
In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.
In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.
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General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 29, 2013, 02:41:54 pm »
Does this resolve the issue with Box2D functions not being highlighted? That also needs worked out.
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General ENIGMA / Re: DirectX Graphics System Port
« on: April 29, 2013, 12:42:42 pm »
Yah I would rather just get the newer MinGW version but that means everyone else has to upgrade as well and you guys will bitch me out for it most likely. Why I gotta update? Why you gotta change so much? Why cant everything always be perfect?
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General ENIGMA / DirectX Graphics System Port *Forthevin*
« on: April 29, 2013, 12:35:33 pm »
Ok as you all know I outlined or created the shell for my DX graphics port, now however the current MinGW version we use does not include the DX10/11 headers only the DX9 headers. This leaves us with two options...
1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system
We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.
**** MSG FOR FORTHEVIN ****
I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do
It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.
1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system
We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.
**** MSG FOR FORTHEVIN ****
I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do
It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.
2874
General ENIGMA / Re: Where to put the commit feed?
« on: April 29, 2013, 10:35:01 am »
I just believe it is part of what is making people complain that our site looks trashy, because it does look trashy how it is right on the navbar, I mean give it a second bar below the navbar and switch it with the forum nav links, but for god sakes it looks hideous there.
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General ENIGMA / Re: Where to put the commit feed?
« on: April 28, 2013, 10:43:11 pm »
I am not suggesting removing it, only making it less obtrusive to the navigation bar, thus why I do not have the option to remove it completely or leave it where it is, so to discuss alternative ways of it being integrated into the site design.
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Issues Help Desk / Re: Android Compile Issues (Refferencing the SDK and NDK)
« on: April 28, 2013, 09:45:38 pm »
http://enigma-dev.org/docs/Wiki/Platforms
It was at one point and will be %100 in the future.
http://enigma-dev.org/docs/Wiki/Android
It was at one point and will be %100 in the future.
http://enigma-dev.org/docs/Wiki/Android
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General ENIGMA / Re: Where to put the commit feed?
« on: April 28, 2013, 07:36:14 pm »
Home | Register | Login
the options are on there twice... we could easily move them up to that spot, and have the feed not trashin up the navbar, not one other open source site does that, it could just as easily go in the footer, regular users dont care about that crap
the options are on there twice... we could easily move them up to that spot, and have the feed not trashin up the navbar, not one other open source site does that, it could just as easily go in the footer, regular users dont care about that crap
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General ENIGMA / Where to put the commit feed?
« on: April 28, 2013, 07:29:56 pm »
This is about where you would like to have the commit feed, the part that scrolls at the top of the site, relocated to. It can't be in the navbar because it looks horrible, please vote an option above, or else suggest your own.
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General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 28, 2013, 04:30:16 pm »
Great to have you back forthevin!!!
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Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 28, 2013, 01:26:08 pm »
No Josh you are wrong, Game Maker allows bitwise operators with collision detection
http://wiki.yoyogames.com/index.php/Physics_Collision_Filtering
http://wiki.yoyogames.com/index.php/Physics_Collision_Filtering
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