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1411
General ENIGMA / Re: Raspberry Pi
« on: February 08, 2013, 12:59:20 pm »
I mentioned this a few months ago. I wanted to port a study project of mine which I had to launch on an embedded device (I chose RPI). At first I though nothing will have to be changed (as it is Linux), but then noticed that it supports OpenGLES instead of the regular one. All the rest of the functions should work just fine, so its only the drawing functions. Its also a step towards porting to phones and I am willing to rewrite the drawing functions (which would just require changing from immediate rendering to vertex arrays), but I don't know how the window system needs to be changed.
1412
Announcements / Re: Iji
« on: February 03, 2013, 05:33:11 pm »
Looks interesting. If by "name conflicts" you mean resources having the same name, then that is something that should be fixed in the game itself. So just by renaming stuff in the source. And timelines are usually rarely used, but I guess someone should add them, so I guess its you Josh.
I will check the game when I have the time (from screenshots it looks good), but I can't find the source. The link on the page you posted has a compiled version (though the .exe is 17mb or something, so there could sadly be hundreds of resources.
Edit: Also, someone should maybe post in that forum just so they know this could also be an option. Now they want to use Mint and Java...
I will check the game when I have the time (from screenshots it looks good), but I can't find the source. The link on the page you posted has a compiled version (though the .exe is 17mb or something, so there could sadly be hundreds of resources.
Edit: Also, someone should maybe post in that forum just so they know this could also be an option. Now they want to use Mint and Java...
1413
Issues Help Desk / Re: Hi there, I am new to ENIGMA
« on: January 20, 2013, 01:04:07 pm »
Wait, so it works in some cases, but crashes JAVA on others? Does the crash happen when compiling the script based on arrays? There is a bug, where a certain code crashes the whole thing and it involves arrays. Here is a sample code that will crash:
Code: [Select]
local int intensity_res=32,
intmap_w=int(room_width/intensity_res),
intmap_h=int(room_height/intensity_res);
local int intensity_map[];
for (int i=0; i<=intmap_w; i++){
for (int c=0; c<=intmap_h; i++){
intensity_map[i,c]=0;
}
}
Can you show us your code?
1414
Issues Help Desk / Re: Hi there, I am new to ENIGMA
« on: January 19, 2013, 08:32:58 pm »
Lemon, semicolons don't matter. They are optional in both GML and EDL.
It does seem you have problem with libcompileEGMf.so, but I don't know how to fix it as I use windows.
It does seem you have problem with libcompileEGMf.so, but I don't know how to fix it as I use windows.
1415
Issues Help Desk / Re: A few quick questions
« on: January 17, 2013, 10:39:42 am »
Josh, FYI, DLL's probably don't work. No one has tested them in years and the last time when I tried GMPhysics to work I noticed that DLL init function broke the whole thing (i.e. crashed the game).
1418
Proposals / Re: Weird stuff that works in GM but fails in ENIGMA
« on: January 08, 2013, 06:45:23 pm »
For the record, I never got FFI to work (so dll functions in general). The one bundles with ENIGMA was also out of date by a year or two. I mentioned that at the forum some time ago, but I don't think anyone noticed.
1419
Proposals / Re: Weird stuff that works in GM but fails in ENIGMA
« on: January 08, 2013, 03:11:14 am »Quote
I thought someone had coded this by copying my implementation of screen_save. I guess that isn't the case, but for anyone whose interested, this can be written by copying my implementation of screen_save.Yeah I tried that. The problem is that surfaces are flipped, so I actually had to use "surface_save" function as the basis. I still got the wrong position no matter what I tried. I will later post my code when I get home. Maybe someone can figure it out as I can't be bothered.
1420
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:36:24 pm »
If you are talking about your IDE, then you would have to write your own version of Enigma.jar that basically gives information to ENIGMA (resources, code etc.). ENIGMA then does the rest.
edit: In theory you could just make the IDE that can save/load GM or ENIGMA project files and then you could think of getting it to work with ENIGMA.
edit: In theory you could just make the IDE that can save/load GM or ENIGMA project files and then you could think of getting it to work with ENIGMA.
1421
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:33:30 pm »
ENIGMA's language is called EDL. And it has all that.
http://enigma-dev.org/docs/Wiki/EDL
http://enigma-dev.org/docs/Wiki/EDL
1422
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:29:27 pm »
Aaa, it's their roadmap. I though it was ours.
1423
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:27:10 pm »
Where did you see that roadmap? Never read that thing. ![Cheesy :D](https://enigma-dev.org/forums/Smileys/somethingawful/cheesy.gif)
edit: Also, LGM was in Java because that IS the most portable thing ever. The one .jar works on all platforms without modifications. So even though I hate Java and it seems its a resource whore, it is still the most portable thing. .net and VB doesn't usually work outside Windows environment, but you can try.
![Cheesy :D](https://enigma-dev.org/forums/Smileys/somethingawful/cheesy.gif)
edit: Also, LGM was in Java because that IS the most portable thing ever. The one .jar works on all platforms without modifications. So even though I hate Java and it seems its a resource whore, it is still the most portable thing. .net and VB doesn't usually work outside Windows environment, but you can try.
1424
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 02:14:47 pm »Quote
I sure don't know how to optimize OpenGL, but I believe some functions could double their performance.Well the problem is in the idea of draw event actually. In modern games and serious 3D (be it OpenGL or DirectX) everything is usually loaded into vertex arrays and batches for faster drawing. That can improve drawing speed several orders of magnitude. The problem is that in GM and ENIGMA you can't really do that. You can add functions (I once did for VBO, but didn't commit) so users can do that themselves, but its not really possible to do that automatically. Maybe only for object sprites that are predetermined. In draw event everything can change because of some variables. That means you cannot batch the whole draw event of an object and then re-render it all the time. You could batch them every draw event (like every frame), but I am not sure that would create such a massive boost. Like its done with 3D models in GM and ENIGMA. You create them, add vertexes and then draw them. When you draw them you gain massive speed boost because they are already on GPU and are not changed. When you add per-vertex software based modification the it gets slow. I am no professional either, so I am not sure how actually things like animations work in big commercial games, but these are things I have noticed.
For example, I remember watching a video from a guy who made physics engine for Diablo3. He mentioned that the whole shattered object that has many physical pieces is drawn with only 1 draw call. And I am not sure how that works without remaking the model all the time.
Quote
Now let's say someone like me who is a so/so experienced C++ programmer and really experience .net framework programmer came along and want to write a basic editor for your, I guess I'll call ENIGMA a wrapper, cause it really is not a GM Augmentation it is kind of it's little thing from what I can see you guys have put extensive work into it. Would you guys officially support my Open Source IDE that is built ontop of your compiler, since I do not even think lateral GM is even being made anymore.ENIGMA is both an engine and a parser which is actually called by a plugin for LGM. It can probably be hooked in anywhere. You actually don't need LGM to compile a game. You can do that trough the console. Some java is needed in this case because ENIGMA doesn't load sources files (gm6, gmk, egm etc.), but only parses it and the compiles it. The looks can be changed, the default Java one is the ugly blue. Sadly, there is no dropdown list or something in LGM to actually do that. And yes, it is worked on. All of LGM is functional as far as I know and the only buggy thing is the code editor that was never actually finished.
So if you have an IDE that is somehow better, then you can share with it here and probably others will help to hook it up with ENIGMA.
P.s. I hope I didn't lie about the LGM/ENIGMA relationship. I still tend to confuse all that.
1425
General ENIGMA / Re: ENIGMA losing ground to studio?
« on: January 06, 2013, 09:26:14 am »
Well, we are already going away from GM in many different ways. Compatibility is what remains, so that you can run almost every GM game in ENIGMA without a single change. But ENIGMA has many additional things, like many syntax possibilities. Including structs and optional data types which speeds up things tremendously, and as far as I know YYG said they will not add them. Its of course open-source so you can add functionality (in C++ so its faster) when you need it. I for example do this all the time. In every single one of my projects I find something lacking, so I add the functionality that I couldn't do via the GM or ENIGMA IDE. And its also free and it will remain so for foreseeable future. If we can make it as functional as GM, then people just will have no interest to pay 100's of dollars for GM. And in Windows, Linux and MacOS it basically is as functional already.
Though mostly this is just an educational project I think. None of use are industry veterans or somethings, so everything we do goes trough 100000 iterations. If we had, for example, a professional 3D programmer on our team we could make the OpenGL 3D part way more advanced than GM's. For example by adding shaders (which I plan to look into, but someone with more experience is welcome).
Though mostly this is just an educational project I think. None of use are industry veterans or somethings, so everything we do goes trough 100000 iterations. If we had, for example, a professional 3D programmer on our team we could make the OpenGL 3D part way more advanced than GM's. For example by adding shaders (which I plan to look into, but someone with more experience is welcome).
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