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1171
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 06, 2013, 11:48:02 am »
I meant instances.
1172
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 02:42:52 pm »
The guy who created the lightning engine posted in EDC actually created a new which is a lot easier to use and allows colored lights. Here is a video: http://www.youtube.com/watch?v=MaDPr2Z1-lM
I will upload it to EDC when I fix up GL3. I will commit a fix for GL1 and GL3 so the example works without changes (though the variable_exists() will be removed).
And the 3D was cool. It did shift around a little, but it is not a lightning engine or a shadow engine. That means you will have only one caster. If it suits your needs, then anything more complex might not be needed.
I will upload it to EDC when I fix up GL3. I will commit a fix for GL1 and GL3 so the example works without changes (though the variable_exists() will be removed).
And the 3D was cool. It did shift around a little, but it is not a lightning engine or a shadow engine. That means you will have only one caster. If it suits your needs, then anything more complex might not be needed.
1173
Announcements / Re: DirectX 9 Implemented and Working! <Functions Can Now Be Written>
« on: August 05, 2013, 10:00:49 am »Quote
I don't update this topic other than to update the status of implemented features in the original post.With "this topic" I think he meant licensing. I don't get why he posted here though.
1174
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 07:35:05 am »Quote
but if he needs perpixel lighting like in your animation,That animation actually just shows the occlusion and no per-pixel lighting. You just draw walls as tall black rectangles and you will get what he showed in the screenshot. If you add a blended circle at ground level, then you will get what is in the animation. In the animation there are also 3D walls which are lower, if they are used the probably surfaces are needed. No shaders or anything though. Most 2D shadow effects can be made just by using surfaces and blend modes. That is how this is made: http://www.youtube.com/watch?v=6KvjEiur0eY
1175
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 06:45:10 am »
There are many ways to draw shadows. Like using surfaces (geargod style), polar coordinates (xot's style) and others. The thing about Teleglitch is that it actually created shadows just by extending the geometry upwards. So no need for any real computation, it just a model which creates that effect. Like in this animation:
So it shouldn't be hard to replicate. Now some things could be broken in ENIGMA (surfaces specifically) and I am trying to fix them, so I won't be able to create an example for you. Maybe Robert can as he likes 3D stuff. The negative side is that only one "light" can be in the scene. In teleglitch there was no lights at all and it just symbolized visibility, so it worked there quite well. If you really want a shadow casting by multiple color and blended lights, then other techniques must be used.
So it shouldn't be hard to replicate. Now some things could be broken in ENIGMA (surfaces specifically) and I am trying to fix them, so I won't be able to create an example for you. Maybe Robert can as he likes 3D stuff. The negative side is that only one "light" can be in the scene. In teleglitch there was no lights at all and it just symbolized visibility, so it worked there quite well. If you really want a shadow casting by multiple color and blended lights, then other techniques must be used.
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And whatever the hell you are making, it looks cool. The right way to do it though is using shaders, which are not quite completed yet.That screenshot is from a quite popular rogue style game Teleglitch. And there is rarely a "right way" to do anything. If you can get the same performance otherwise (like in this case just using geometry), then it is the right way as well.
1176
General ENIGMA / Re: Automated integration and regression extension and library
« on: August 04, 2013, 05:49:23 pm »
So how exactly will the testing be done? I guess we don't commit our changes to enigma-dev without testing (as that is the whole point), so we git get the testing branch (integration_testing_develop) and push our code there, then if tests are okay we push to enigma-dev? Or do we just get the test branch and add our changes to it locally, then test and if okay then commit to enigma-dev without ever committing to testing branch? I would also love for the tests to be run on enigma-dev automatically once in a while and then results uploaded to this site somewhere.
1177
General ENIGMA / Re: ENIGMA for classroom?
« on: August 04, 2013, 05:45:26 pm »
I personally think that ENIGMA is ready for game development (especially just intro level). I haven't seen that many development breaking bugs and the few features we are missing from Game Maker are easily replicated in some other way. ENIGMA also has many features GM doesn't, so I personally think that comparing the two is slowly getting impossible. I have used ENIGMA exclusively for my projects for about 2 years now and it works great. The only thing I still think needs to be added for deployment is the "Export" button and icon for exported games. Other than that it works great. The performance is great and there are no known limits on 2D game you could make (so you could make even more complex games like Diablo2 for example or Argonauts (even with the cool special FX)). And the best thing is that it is quite easy to learn and to get started. And when you are proficient enough, then even more complex games will be a lot easier to make, because ENIGMA (just like GM) is not about technical development, but feature development. When you know your game needs a feature X (like destructible terrain) you don't need to figure it out from pure language Y standpoint (like C++), but you can use about 5 methods which are very easy to make inside ENIGMA.
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General ENIGMA / Re: Model Index Buffers
« on: August 04, 2013, 07:00:32 am »Quote
What?Like it is done now in GL3. Right now you just pass c_black and 1, but it should be the draw_get_color() and draw_get_alpha(), so that when you use the functions in d3d_primitive() functions, then the color is correct.
1179
General ENIGMA / Re: Automated integration and regression extension and library
« on: August 04, 2013, 06:58:17 am »
When you changed float to gs_scalar you actually reverted the ARB change (so people on intel cards can use it) and .png saving among other things.
1180
General ENIGMA / Re: Automated integration and regression extension and library
« on: August 03, 2013, 04:03:05 pm »
I think we really need to put this into practice. Week ago Robert actually reverted the surface changes I made and then other bad stuff happened as well. So this automatic - at least once a day - compile and test could be useful.
1181
General ENIGMA / Re: Model Index Buffers
« on: August 03, 2013, 11:57:41 am »Quote
Yes, we are going to have to remove all those functions I added except the index one, go look at how I had to write the D3D9 model class and you'll see why.I still think you don't need these:
Code: [Select]
void d3d_model_normal(const unsigned int id, gs_scalar nx, gs_scalar ny, gs_scalar nz)
{
meshes[id]->VertexVector(0, 0, 0, nx, ny, nz, 0, 0, 0, 1);
}
void d3d_model_texture(const unsigned int id, gs_scalar u, gs_scalar v)
{
meshes[id]->VertexVector(0, 0, 0, 0, 0, 0, u, v, 0, 1);
}
void d3d_model_color(const unsigned int id, int col, double alpha)
{
meshes[id]->VertexVector(0, 0, 0, 0, 0, 0, 0, 0, col, alpha);
}
And you must change d3d_model_vertex() to pass bound color and alpha.Quote
This is why we need to just implement Studio's new vertex format and vertex functions for special model formats that can accommodate animation, multitexturing, and be passed to shaders.I am not really interested in that now. But the guys who wrote YYG wiki is a little drunk, as this sentence makes no sense:
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However, if you are only using (for example) the shader to manipulate the color of the vertex, then there would be no need to pass through colour or texture data. In this case you would create your own format as so:While at the same time having two different spellings of color.
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Proposals / Re: GL3 changes from immediate to retained mode
« on: August 03, 2013, 11:40:49 am »Quote
but I had to make each vertex take color and alpha and shit even when not passed.That is what this topic was all about.
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While we're at it, we also need to deprecated quads as a primitive type for models.I don't really plan to work on model functions all that much, so if you are willing then you can do that. I don't use them. My goal is to make ENIGMA not use any deprecated functions (when ran trough gDEBugger) when drawing a simple 2D game. This would make GLES port a lot easier to make.
1183
General ENIGMA / Re: Frustum Culling and View Hashing
« on: August 03, 2013, 09:03:10 am »
Is a quad-tree really nessesary for a 2d game? Can't you just do simple bounds checking like x-sprite_offsetx()+sprite_width()>0 or something? Previously this was done for all the tiles. When they were turned into lists then it was just easier to draw everything.
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General ENIGMA / Re: Model Index Buffers
« on: August 03, 2013, 09:00:12 am »Quote
Whoever left me that gold fucking nugget in the source code, here is my response: YesIt was me in the last VBO commit. The reason why I added that is because we at least need to rename them to d3d_add_vertex() and d3d_add_index() and so on. The color compatibility change (discussed in the other topic) just break this as it is. When you do d3d_model_vertex() then it automatically fills color buffer with the bound color and so if you do d3d_model_color() afterwards, then it just break the whole thing.
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Game Maker traditionally does not provide functions for passing indices to the index buffer, making it pretty awful for optimized models. If you don't know how an index buffer works, then Google it.They are already used in the sprite drawing now.
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I would prefer that topics be posted here under "General ENIGMA" for discussion by all developers, lets try to avoid comments like this in the source code from now on guys, ok? Please proceed to discuss a change in the function specification if you like, I am open to other idea's.Well apparently the comment worked. I didn't think of it being a big deal so I didn't make a topic. Basically it was a "TODO: THIS DON'T WORK" kind of comment.
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I am also wanting us to add a...This is how it's done in GL3shapes now. We could maybe give that plane2D_rotated(gs_scalar* data) function to enigma_user. But I get why functions like that could be useful.
So basically I will just rename the functions not to cause conflicts.
1185
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 03, 2013, 06:22:47 am »
Well DX is basically an engine, so it has a lot of high level functions. GL is very low-level is so it asks the programmer to make everything. But the principle is the same and so it also allows the same stuff. For example, we already use FVF in GL3 now, because we create the vector ourselves (I just chose x,y,tx,ty,r,g,b,a, it might as well would have been r,g,b,a,x,y,nx,ny,nz,customAttribute1,customAttribute2,tx,ty etc.) and then bind the array with sizes and offsets. When shaders will be used to render then it will be even more apparent.
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