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2776
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 25, 2013, 09:41:44 am »
Done. And no need to thank us forthevin, just help me get that OpenGL3 graphics system workin on Windows
2777
General ENIGMA / Re: NaturalGM Object Editor
« on: May 25, 2013, 09:15:42 am »
forthevin, yes, but not funny like you think, I did it because Josh likes to call everyone idiots while he argues with them in IRC, I try telling him that doesn't make polygonz any less moronic, it just makes him defiant but no this was my solution to just get them to stop bickering over its design
ExDeus, very funny, HAHA
ExDeus, very funny, HAHA
2778
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 09:11:10 am »
... no forthevin, people do it manually; you set_automatic_draw(false); then add a delta timer and in your step event manuall screen_redraw or event_perform the draw events, for instance 70step events a second and 30fps draw events a second. You don't get it? People do it in Game Maker to allow more time for logic instead of drawing.
2779
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 25, 2013, 08:32:21 am »
Here is a x64bit Linux executable for anybody to lazy to compile...
Download: https://www.dropbox.com/s/37w694x34lmk0ts/fps_logging
Size: 1.37mb's
OS: Ubuntu/GNU + Linux
Release: 13.04 Raring Ringtail
Graphics Capability: DX10/11 & Shader Model 3.0 and OpenGL3 with GLSL 3.0
CPU: Advanced Micro-Devices AMD x64 Quad Core at like 2.1 GHZ or something
Here are my results...
Download: https://www.dropbox.com/s/37w694x34lmk0ts/fps_logging
Size: 1.37mb's
OS: Ubuntu/GNU + Linux
Release: 13.04 Raring Ringtail
Graphics Capability: DX10/11 & Shader Model 3.0 and OpenGL3 with GLSL 3.0
CPU: Advanced Micro-Devices AMD x64 Quad Core at like 2.1 GHZ or something
Here are my results...
Code: [Select]
room_speed: 10, fps: 10
room_speed: 30, fps: 30
room_speed: 45, fps: 45
room_speed: 60, fps: 60
room_speed: 100, fps: 100
room_speed: 200, fps: 200
room_speed: 500, fps: 500
room_speed: 1000, fps: 967
room_speed: 2000, fps: 984
2780
Announcements / Re: LateralGM Update
« on: May 24, 2013, 04:55:00 pm »
IsmAvatar, no you didn't listen to gra, he said when he adds a code action then opens it and closes the object frame it gives another NPE, I assume because the object frame is disposed of before the Action frame. That is not a regression and is therefore not my fault, I checked the dispose of the object frame and it does not dispose of action frames, so I do not know.
2781
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 24, 2013, 03:10:23 pm »
Forthevin:
4) No, they let step events happen at 60hz and drawing happen at 30hz or vice versa.
4) No, they let step events happen at 60hz and drawing happen at 30hz or vice versa.
2782
Announcements / Re: Huge speed increase
« on: May 24, 2013, 03:08:57 pm »
Forthevin, I have confirmed if you attempt to set it to 0 in the room editor, it will just revert. Now setting it to 0 where I was setting it to 1000 in obj_gamestate create event will uncap it and give the above results.
2783
General ENIGMA / Re: NaturalGM Object Editor
« on: May 24, 2013, 02:03:00 am »
TheExDeus, yep I know exactly what you are talking about.
2784
Announcements / Re: LateralGM Update
« on: May 24, 2013, 01:59:21 am »
I have fixed the Null Pointer Exception gra, please download the new jar file...
https://www.dropbox.com/s/zwtpe77h0j9c2eq/LateralGM18.zip
Let me know if the issue persists or not.
https://www.dropbox.com/s/zwtpe77h0j9c2eq/LateralGM18.zip
Let me know if the issue persists or not.
2785
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 24, 2013, 12:51:50 am »
Least YoYoGames managed to code a stable update loop, where as you can not.
Edit: After adding the IQ test using a process priority lower than Game Makers, I was able to churn out 8000 objects each one drawing its own cube with 2 extra triangles per cube or 16000 extra triangles at a solid 90fps...
I will rewrite this again in the morning to use a single object drawing them all as one batched model
Edit: After adding the IQ test using a process priority lower than Game Makers, I was able to churn out 8000 objects each one drawing its own cube with 2 extra triangles per cube or 16000 extra triangles at a solid 90fps...
I will rewrite this again in the morning to use a single object drawing them all as one batched model
2786
ALLCAPS BOARD / Re: Should we add a timeout option to account settings?
« on: May 24, 2013, 12:34:37 am »Looks like your trying to bend a spoon with your mind Josh, want some help with that?
2787
General ENIGMA / Innacurate Framerate Counter
« on: May 24, 2013, 12:28:47 am »
Yah I think it is suffice to say I as well as many others have a few discrepancies regarding the frame rate counter.
1) The darn thing is so inncarute, it would be a better measure to use a random number seed to generate the proper count
2) Everybody who tries ENIGMA asks the same question, why does an empty game run at only 53 fps? Because its not doing anything, make it draw something. Why are 1000 objects in Studio faster? Because its not doing enough make it 100,000 objects.
3) It is horrible for when you are developing a game, take for instance when I was programming Project Mario. I knew that when I added particle effects my fps took a hit of 30fps, in ENIGMA it would probably go from 53 to 78fps because its alloted more CPU time, this is just stupid, there is no way then to accurately compare, and I for one can't work without it
4) A lot of Game Maker users I know will set_automatic_draw(false); then implement their own redrawing timer to lock draw events to 30fps and let the rest of the time go to updating, so you'd have perhaps 73 step events per second and 30 locked draw events, this is going to cause serious inconsistencies
5) Most game engines like Unity3D completely unlock the framerate and let vsynch catch, not even possible with ENIGMA, because ENIGMA may just decide your game does not need more than 53fps
Unity3D Reference 1
http://answers.unity3d.com/questions/15574/fixed-frame-rate.html
Unity3D Reference 2
http://forum.unity3d.com/threads/4607-Locking-the-framerate
If anything we need to have the option to uncap it if we want and control the CPU usage ourselves from Global Game Settings like you can in Game Maker, at least there I used to have control, but ENIGMA wants to just assume that every game runs at the same framerate, ignoring any other implications of testing and design of a game in the works.
1) The darn thing is so inncarute, it would be a better measure to use a random number seed to generate the proper count
2) Everybody who tries ENIGMA asks the same question, why does an empty game run at only 53 fps? Because its not doing anything, make it draw something. Why are 1000 objects in Studio faster? Because its not doing enough make it 100,000 objects.
3) It is horrible for when you are developing a game, take for instance when I was programming Project Mario. I knew that when I added particle effects my fps took a hit of 30fps, in ENIGMA it would probably go from 53 to 78fps because its alloted more CPU time, this is just stupid, there is no way then to accurately compare, and I for one can't work without it
4) A lot of Game Maker users I know will set_automatic_draw(false); then implement their own redrawing timer to lock draw events to 30fps and let the rest of the time go to updating, so you'd have perhaps 73 step events per second and 30 locked draw events, this is going to cause serious inconsistencies
5) Most game engines like Unity3D completely unlock the framerate and let vsynch catch, not even possible with ENIGMA, because ENIGMA may just decide your game does not need more than 53fps
Unity3D Reference 1
http://answers.unity3d.com/questions/15574/fixed-frame-rate.html
Unity3D Reference 2
http://forum.unity3d.com/threads/4607-Locking-the-framerate
If anything we need to have the option to uncap it if we want and control the CPU usage ourselves from Global Game Settings like you can in Game Maker, at least there I used to have control, but ENIGMA wants to just assume that every game runs at the same framerate, ignoring any other implications of testing and design of a game in the works.
2788
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 24, 2013, 12:03:28 am »
Ahhh thank you forthevin, thats what I had assumed.
2789
General ENIGMA / Shader Factory
« on: May 22, 2013, 08:59:15 pm »
I find the programming concept for shaders of Blender quite intersting and somewhat better that Drag and Drop and think this would also be something for us to look into. You basically can connect input and output to combine various textures and materials to get effects you are looking for.
Thoughts guys?
Thoughts guys?
2790
General ENIGMA / Re: NaturalGM Object Editor
« on: May 22, 2013, 07:50:23 pm »
Yes it is just a prototype Dark The widgets are resizable, and action list editor is a closable dock widget.
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