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1141
General ENIGMA / Re: MSYS No Longer Bundled with MinGW
« on: August 10, 2013, 05:30:24 pm »
I just tried the installer Robert gave me (ENIGMAPortable.exe) and it errors and cannot compile the compiler dll for some reason. Here is the pastebin:http://pastebin.com/rj14iu96
I think it might compile trough the CODE::BLOCKS project, but I am too lazy to test that right now (my C: isn't set up with the compiler properly).
But MSYS is inside that mingw though (at least make.exe is). Which is weird, as that means this is not the same Mingw Robert linked me to (http://tdm-gcc.tdragon.net/download)?
I think it might compile trough the CODE::BLOCKS project, but I am too lazy to test that right now (my C: isn't set up with the compiler properly).
But MSYS is inside that mingw though (at least make.exe is). Which is weird, as that means this is not the same Mingw Robert linked me to (http://tdm-gcc.tdragon.net/download)?
1142
General ENIGMA / Re: MSYS No Longer Bundled with MinGW
« on: August 10, 2013, 01:17:34 pm »
Msys is the thing which has linux style "make" which ENIGMA uses. mingw32-make which comes with mingw doesn't support some make functions which breaks when ENIGMA is launched.
1143
General ENIGMA / Re: Proper working directory and output messages
« on: August 10, 2013, 10:15:11 am »Quote
Proper Message...That doesn't help in any way.
Instance system, hmmm, thats related to instance code somewhere.
Retarded Message...
Fuck, wtf? wtf does that have to do with anything?
1144
General ENIGMA / Re: Default Font Glyph
« on: August 10, 2013, 09:12:39 am »
Robert, they are just rendered with Java AWT just like normal fonts. You just give it a hint just like ssss shown. And it does work for a while now. The problem is with too tight packing and/or with the drawing code.
1145
General ENIGMA / Re: MSYS No Longer Bundled with MinGW
« on: August 10, 2013, 09:10:55 am »
The packages which just ship with MinGW (so both Poly and Roberts) don't include MSYS at all. Which is one of the reasons they never worked. I just downloaded MinGW64 from the link Robert posted on the wiki and it doesn't have Msys either, so make fails. And it seems I cannot get msys without mingw (or at least haven't found that package).
1146
General ENIGMA / Re: Proper working directory and output messages
« on: August 10, 2013, 08:45:43 am »Quote
By Game Makers method Harri? I meant that when you hit run, working_directory is set to the source locatin of your gmk file, this is why it is very hard to test games using external resources when it outputs the executable to the AppData/tmp and /temp directories on platforms. Josh doesn't want this behaviour as he is afraid of letting it loose on the source directory. However I disagree we are going to be inundated with people wondering why it doesn't work the way that it should, or work as expected. This was a huge mistake by Game Maker Studio sandboxing the working directories. But in Game Maker once you compile the exe and run that seperately outside the IDE working_directory will become the exe location or the place you ran the file from, it makes it perfectly easy to find the external resources for games. I don't agree with Josh's worryment over where working_directory is set as almost all games that use external resources place the external resources into folders next to the source, they don't usually place the files right next to the source.Ou that. I agree with that and I have reported that here for many many times. If a 10 year old GM user can safely do that and not fuck up the source, then I don't see why we should do it any differently. At least an option in ENIGMA settings should be provided for this, so that default one can be exe location, but you can switch for GM compatibility (and ease of use). Because this does cause a lot of problems for me daily. I load configs and other files and this slows down development A LOT because I have to copy the exe from temp directory to the source directory every time I want to test (I could do that in reverse, but the problem would be just as big, as my resources could be deleted (it's temp dir after all) or that I modify them in tmp and then forget to copy back to source). This also makes using external dll's a pain. So yes, we need to do this and I still don't get why we haven't. I have posted several resolutions to this problem before.
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then they at least know where to look in the source code, we are dealing with a large engine here that is likely to become quite popularHow does that line tell you where to look in the source code? Actually the previous error was a lot easier to find, as having 13 consecutive fucks are quite rare. And if you want errors to be easier to find, then we should maybe employ __FILE__ and __LINE__ directives (I use them extensively in another project).
We also swear a lot in these forums and EDC comments, so we should stop that in general (though never gonna happen).
1147
General ENIGMA / Re: Proper working directory and output messages
« on: August 10, 2013, 04:52:14 am »
The first part, yes, while I don't really understand what "method" you are referring too.
The second part, no, I don't care and in most cases you cannot really output sensible feedback. The places where vulgarity is used it shouldn't ever fail unless something is very wrong (like cheese case where he had two instances with the same id). So I don't care if it is removed or not, but if anyone is willing to do that then I won't stop them.
The second part, no, I don't care and in most cases you cannot really output sensible feedback. The places where vulgarity is used it shouldn't ever fail unless something is very wrong (like cheese case where he had two instances with the same id). So I don't care if it is removed or not, but if anyone is willing to do that then I won't stop them.
1148
General ENIGMA / Re: Default Font Glyph
« on: August 10, 2013, 04:49:14 am »
Well AA is an option in LGM for all fonts, so I didn't think it would be hard to get it. Just that someone should maybe enable it and see if it makes it look any better.
1149
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 10, 2013, 04:44:40 am »
If you are talking about 1.15gb, then it is without drawing. That size is just instances, so VBO isn't the problem. The VBO takes 250mb for 1.2mil. sprites which is ok considering it takes 4 vertices per sprite and 8 attributes per vertex (all of them float), as well as 6 indices per sprites (int's).
And no, it is not fixed size. It grows depending on what you draw (every time it's too small and has to resize, I resize it so it fits 5 more sprites), but I don't downsize it right now (which doesn't matter in the batching tests).
And no, it is not fixed size. It grows depending on what you draw (every time it's too small and has to resize, I resize it so it fits 5 more sprites), but I don't downsize it right now (which doesn't matter in the batching tests).
1150
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 09, 2013, 02:06:34 pm »
No, I store it in a global VBO. I don't do anything with instances at all. It's the drawing functions which just populate the global vector and then are rendered.
1151
General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 09, 2013, 09:41:46 am »
I don't plan to "optimize" that, as the ram usage is already an optimization. If I limited the size of the VBO vector, then it would impact the performance (not a large impact, but still an impact, especially when a lot of sprites are batched). When you create software there is always a choice between performance and memory and I chose performance. For example, I doubt GM8 or 8.1 can match GL3 performance.
The best I can do is add an option. Probably a function (because we cannot easily create options in IDE) that would set the maximum VBO buffer size. By default it will be unlimited, but the user will be able to set it (even add it as an option in the game) and it will reduce ram usage together with FPS. Another thing I can do is reduce the vector when there is large difference in drawing (like you draw 50k sprites at one time, but then draw 1k for the next 30min and so the vector waiting for the 49k will take up ram without use). Maybe I will add a coefficient, like when the maximum VBO buffer size in a draw event doesn't suppress 75% of the allocated size, then resize it to that 75%. Also clearing the buffer on room change could be beneficial, but it would create a small stutter when suddenly drawing a lot of sprites.
The best I can do is add an option. Probably a function (because we cannot easily create options in IDE) that would set the maximum VBO buffer size. By default it will be unlimited, but the user will be able to set it (even add it as an option in the game) and it will reduce ram usage together with FPS. Another thing I can do is reduce the vector when there is large difference in drawing (like you draw 50k sprites at one time, but then draw 1k for the next 30min and so the vector waiting for the 49k will take up ram without use). Maybe I will add a coefficient, like when the maximum VBO buffer size in a draw event doesn't suppress 75% of the allocated size, then resize it to that 75%. Also clearing the buffer on room change could be beneficial, but it would create a small stutter when suddenly drawing a lot of sprites.
1152
General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 09, 2013, 01:23:49 am »
I don't clear the vectors at all. That has a large impact on performance when clearing something with 10mil. members or more and the same for adding 10mil. I am sure it would show a difference in ram when done so. Of course it's possible not to notice it because: 1) OS freed the memory, but still held it for game's purposes. 2) They are repopulated in the next frame (like in VBO batching, where you draw the exact thing for many frames in a row, it would just free and fill and vector all the time, so ram usage wouldn't change).
So I am not doing that because it doesn't have a ram difference, I am doing that because of speed impact. The reason you didn't see anything when clearing models is because they are usually quite small (like not having 4mil. verts with 8 attributes).
So I am not doing that because it doesn't have a ram difference, I am doing that because of speed impact. The reason you didn't see anything when clearing models is because they are usually quite small (like not having 4mil. verts with 8 attributes).
1153
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 09, 2013, 01:13:31 am »Quote
Let me know which scenario we're looking at.Right now I cannot test on my home PC (on which the original number was based), but on my laptop I get about 960mb of ram filled with 1mil. objects. If I do drawing (especially GL3 which has batching) I get up to 1.1gig. With 1.2mil. it takes about 1.15gig and with drawing it goes up to 1.4gb. But my previous test also used a simple logic as well which could increase the size. Also, I don't think it crashes only when going pass the 2gb mark as reallocation can fail way before that.
So basically right now 1 instance takes quite an amount. On VBO side (which also takes like 300mb with 1.2mil. quads) I could just set an upper limit and then make it draw before batching is done. Normally you wouldn't draw 1mil. things on the screen at once and even if you do, then normally you wouldn't be able to batch all of them. The same with instances though. So while it would be nice to show an error or something (at least in debug), I don't think any real change is needed.
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I live Pennsylvania, today is August 9th 2013 at 8:51 P.M.If only the ordering is changed, then I am alright (although it still could be pain in the ass when needing to revert). I just feared for one minute that the changes are also done in reverse and that would fubar everything.
1154
Issues Help Desk / Re: FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!
« on: August 08, 2013, 04:33:06 pm »
I don't think it returned that before SIGSEGV, so cheer up Rob.
That error can only happen in instance_destroy(), but there should be 3 lines, not 2. And it shouldn't ever happen unless memory got corrupt or something.
That error can only happen in instance_destroy(), but there should be 3 lines, not 2. And it shouldn't ever happen unless memory got corrupt or something.
1155
General ENIGMA / Re: Game Maker 8.1 uses half the ram ENIGMA does
« on: August 08, 2013, 04:29:40 pm »
And GL1? For speed reasons I don't free the space for VBO vector. That means the size of that vector can go into millions (it's 8 * number_of_vertices + 6 * number_of_quads). So if all 10k objects drew a sprite and if all were batched it would be 10k * 4 * 8 * sizeof(float) + 6 * 10k * sizeof(int) = 1250kb + 234kb. That is of course nowhere near that number you are getting (unless I made a mistake), but that is one reason. There is a lot of boilerplate stuff loaded as well. Though I don't see if it matters that much.
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