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241
Issues Help Desk / Re: Can't open egm project on Linux
« on: February 12, 2015, 06:41:04 pm »
Yeah, "time" is probably taken. We already made everything to be in enigma_user:: namespace, but for some reason POSIX C functions keep polluting it. But it is weird that your Windows version worked, but my didn't. It's possible that some Linux regression has happened before Windows one.
Also, is Robert dead?
Also, is Robert dead?
242
Programming Help / Re: template in enigma_user
« on: February 12, 2015, 03:57:44 pm »
This seems to work:
Code: (edl) [Select]
void* a = instance_create;
But wouldn't that mean you will be able to use only one function inside LUA?
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Programming Help / Re: template in enigma_user
« on: February 12, 2015, 11:54:59 am »
If it's just pointer, then you can use "void*". Pointers are allowed in ENIGMA and they have been working for me in the past (like passing an array to a function).
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Programming Help / Re: template in enigma_user
« on: February 12, 2015, 07:35:09 am »
What exactly is FuncType?
And sadly as I said, EDL is basically C. So you will have to do it the C way.
I think you can use overloads though.
And sadly as I said, EDL is basically C. So you will have to do it the C way.
I think you can use overloads though.
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Programming Help / Re: template in enigma_user
« on: February 12, 2015, 05:42:24 am »
No, sadly EGL doesn't allow templates or classes. That is why I'm waiting 100 years for the new parser. I even made a templated matrix extension that is in the ENIGMA repo, but cannot be enabled and used because of this. There are always a way around this though (think C instead of C++).
246
Issues Help Desk / Re: Can't open egm project on Linux
« on: February 10, 2015, 05:14:12 pm »
The "unable to load library" is usually just the issue that the library cannot be found. Either it's not compiled or there is path issue. Downloading new ENIGMA with new LGM will not help, because it has the egm bug. It has not been fixed and the LGM is not reverted. I'm totally not sure why. I think more than one person should have access to all that, so this can be dealt with in timely matter, not wait for Robert to show up. At least he could of reverted the .jar to a working one, before leaving for IRL stuff.
This is the ENIGMA I use and it works fine - https://portal.emakonis.lv/Shares/Home.aspx?ShareID=7d579156-05be-4825-97d5-08ee2ec32834
It has the .jar's, .exe and additional's. As you are running linux then of course you can ignore those two (and ENIGMA should ignore them for you). So run .jar and see if it works now. This also loads egm's and doesn't corrupt them.
This is the ENIGMA I use and it works fine - https://portal.emakonis.lv/Shares/Home.aspx?ShareID=7d579156-05be-4825-97d5-08ee2ec32834
It has the .jar's, .exe and additional's. As you are running linux then of course you can ignore those two (and ENIGMA should ignore them for you). So run .jar and see if it works now. This also loads egm's and doesn't corrupt them.
247
General ENIGMA / Re: Will execute_string() be implemented?
« on: February 10, 2015, 01:38:10 pm »
And get a million more problems.
248
Announcements / Re: Google Summer of Code
« on: February 10, 2015, 01:34:39 pm »
I think people would be very interested in seeing NGM going forward. I haven't looked at the code yet, so I'm not sure what I can contribute, but as it's C++ then it's certainly more than I could for LGM.
249
General ENIGMA / Re: Will execute_string() be implemented?
« on: February 10, 2015, 01:27:33 pm »
As I haven't look that much into Lua yet, can you maybe explain how hard is to call C++ functions from Lua? I believe you have to make some kind of a wrapper for it? Because to support all ENIGMA functions that would mean making a wrapper for all those functions, which seems a lot of work (which can be automatized I'm sure, as LGM actually returns all function names and arguments).
250
General ENIGMA / Re: Will execute_string() be implemented?
« on: February 09, 2015, 09:11:05 am »
No, not really. Our code is 100% compiled C++. This means we cannot parse and then compile your code during runtime, as that would require the compiler itself to be bundled with the game (which is at least 100mb with many files). There are some ways around that were previously considered, like parsing your code into JavaScript which is then executed with V8 (Google's javascript engine that can be compiled inside a project). Another alternative is to look at some other scripting languages. A user here was recently successful on adding a simple LUA interpreter. I plan to look at AngelScript. In both of these cases the code is compiled while your game is running, but it won't be GML or EDL. And it won't be able to access ENIGMA's functions unless we create large wrappers for them. Maybe the guy who is trying to make the Lua extension will look at using GML/EDL functions inside Lua. Maybe Josh has something to weight in here, as he proposed something for this previously. He was also making "Build mode" which was meant to allow modifications of your game during runtime. Having that thing running would be VERY useful, but I'm not sure how it even worked.
251
Announcements / Re: Google Summer of Code
« on: February 08, 2015, 02:21:59 pm »
Another thing that was discussed at one point was some sort of implementation of "execute_string". Long time ago we people wanted to use V8 to somehow execute those scripts or use some version of clang with JIT. I'm looking at scripting languages now, but of course the best option would be to use EDL at runtime.
252
Function Peer Review / Re: Lua Extension
« on: February 08, 2015, 02:19:58 pm »
I'll look at it when you post the link. I'm still deciding on what scripting language I want to implement. I ain't big fan of Lua, but maybe it will suffice.
253
Announcements / Re: Google Summer of Code
« on: February 08, 2015, 06:59:05 am »
I get that feeling. But from functional standpoint those are the only two issues I have with ENIGMA - a parser that doesn't parse valid EDL/GML and so I require workarounds, and LGM which often crashes and corrupts EGM's. And what bugs me is that both are out of my personal expertise. I can make many things in ENIGMA engine, but I sadly cannot do anything of that sort. While I'm working on my projects for next few months I will probably implement a lot more things in the GUI extension, fix up many renderings things I will encounter, add an extension for scripting language (either LUA or AngelScript) and more. And I will do that because ENIGMA is the IDE part of my project - I make a computer vision program that allows you to perform CV with nodes and real-time scripting. Everything behind the scenes will be an C++ extension for ENIGMA which can be standalone compiled. While the visual part is coded in ENIGMA. This makes me work on ENIGMA. Maybe you also need to take a project which can be done in ENIGMA and do it there? Like your Terraria editor (which I guess wasn't for Google) - It could of been coded in ENIGMA, and while making it you would probably fix some bugs or implement something. I think you don't use ENIGMA at all, which is one reason for your lack of motivation.
So I don't think GsoC will help here either. We need people "in the know" who can fix long standing issues. We don't need features per se.
So I don't think GsoC will help here either. We need people "in the know" who can fix long standing issues. We don't need features per se.
254
Announcements / Re: Google Summer of Code
« on: February 07, 2015, 06:43:30 pm »Quote
Sound system improvements. I don't know if the new audio engine from GM has been implemented or not, but last I checked even sound_volume did not work for the basic system. Sound position.I think most of them worked. What is missing is sound effects, but I don't think we can really add them to existing systems. We also have both OpenAL and DirectSound which seems redundant, as one is not really better than the other.
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Particle systems with advanced features: attractors etcLooking at the source it seems deflectors and attractors are in. I think the system was finished. The problems was with rendering, because for every graphics system a bridge was needed. As as quick fix I added PS_particle_bridge_fallback which uses General drawing functions to draw particles. This is slower than having a special rendering function, but it at least works on every graphics system. A GsoC task could be making the particle system faster, better or even implementing it on GPU vai OpenCL or something. It's "hard", but 100% completable in 3 months. Especially if nothing really has to be changed ENIGMA side and can be done by modifying the extension.
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Views system is extremely inconsistent when compared to GMElaborate, because I fixed view_angle which was the last known bug I was aware of. There can be some more inconsistencies, but I use views all the time and haven't noticed any problems. I don't use GM though, so I might not know about something. One thing we are missing we potentially need is view_surface, which allows easier post-processing effects.
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Pixel perfect collisionsThat should work now.
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Polygonal collisions with collision editorWould love that.
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Full box 2d integration, complete with editors and other IDE integrationBox2D should be working fine as functions, but it's not implemented in the IDE. So that can be done.
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Working HTML5 export via emscripten or equivalent We have this. It was never hooked into LateralGM because it and the compiler are not extensible enough.How "working" was it? Remember seeing it, and it had the basics right, but that didn't involve making an HTML5 project via LGM. It also involved coding JS engine from scratch, which can potentially be bypassed using emscripten.
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Game debugging.Robert started working on that and I would love this too. I actually started a discussion on how this would work, because we need to map the user code to parsed C++ code, which didn't seem totally trivial.
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Game profilingI started on a primitive GPU profiler, but it wasn't meant to be anything fancy, so it would probably not fit. It would just return how many draw calls are done, how many vertices are drawn, how many models and textures are used and so on. But no timing or GPU temperature or something like that.
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Texture groups support like GMThis is actually needed. Texture groups are called "texture atlases" or can be implemented with "texture arrays" or in more recent OpenGL "sparse texture arrays". It requires a slight recode of the texture system and modifications to all drawing functions. I want this because it's most useful for 2D games and applications (which I mostly make and test). Like if I could put the font texture in the same texture page as my sprite, then draw calls would plummet in my newest project from 500 to 1.
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Harri: are you currently a student? Or, are you interested in mentoring?Currently I'm a Phd student. I'm not sure about mentoring though, as I cannot promise anything time wise.
What are you currently doing? It seems you are very time consumed with your job, as I haven't seen any commits by you in any of the ENIGMA or ENIGMA related projects.
An IDE suggestion would be custom resource support. Allowing everything to be saved in EGM (it's a zip file, it should already support everything with 100% backwards compatibility, but for some reason it's broken now). So it would be possible to add an extension, that would add a resource or even an ide to view it or edit that resource (which can be done now, as when you open sprite in your own paint program). Like I'm making a GUI system for ENIGMA. I would want a gui editor in LGM, but adding that would be painful for me. So I can make an external editor (in ENIGMA itself), that can open my hypothetical GUI save file and edit it. Then save it and LGM reloads it. And then I can use it in code. Same with shader editor. Making a shader editor in LGM is practically impossible. But making one ENIGMA isn't.
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Announcements / Re: Google Summer of Code
« on: February 07, 2015, 04:35:43 pm »Quote
Proper way to export games instead of having to go to temp files and copying the executableThis has actually been fixed.
I only need a new parser/compiler. I don't know what else people can do, besides implement a million features. I agree that ENIGMA is very undocumented and can be hard at times, but hell, a person made a LUA extension in one day (at least compiling), so we haven't totally failed. I think we need more documentation and a new website with tutorials and stuff. We should probably go trough GitHub issue pages and fix bugs. I have actually fixed many of them, but as nobody else tested for them, the issue remained open. So I guess part of those issues are already resolved.
I guess another thing a person can do is Android support of some sort. Like daz said, the first step is getting a project to compile into apk, then the person could change either the current GL3 rendering system or create a GLES2 one, that would allow porting games.
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