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331
Issues Help Desk / Re: Trying something different... (Fedora 20 Install)
« on: December 06, 2014, 08:25:01 am »Quote
Does stropts exist anywhere else? Maybe it came prepacked with Fedora and that's why it's not showing up in the right location.Apprantly strops is deprecated and removed from Linux in general, but only Fedora and Redhat (maybe other distro's as well) have actually done it.
http://forums.fedoraforum.org/archive/index.php/t-194667.html
https://bugzilla.redhat.com/show_bug.cgi?id=656245
Maybe we need to look into why we actually need it and get rid of it.
332
Works in Progress / Re: Alpha version of An Untitled Story --game is complete-able!
« on: December 05, 2014, 12:24:08 pm »
What is exactly the reason why a 6.6mb gmk takes ~400mb when loaded? Especially when it doesn't have any large backgrounds in it as they are external. From the loading screen it seems the problem is with rooms. The way rooms are handled in LGM seems extremely inefficient. The way resources are written to ENIGMA's plugin also seems very inefficient.
333
Developing ENIGMA / Re: LateralGM 1.8.6.8293
« on: December 03, 2014, 04:27:04 am »
Newest LGM continues to freeze when "Run" is pressed. No errors or anything. Just freezes.
334
Proposals / Re: Allow me to use C++ in EDL
« on: December 02, 2014, 10:15:39 am »Quote
...where "C++_instance" means "put this in the object declaration for this object type. But what if you declare an integer? Then you'd need:That is if I want to use those classes or types in several code snippets. I only required the vector<> to be defined inside one function (e.g. a script) and it can be deleted when the function ends. I don't need to declare in create and use in step. So in my case only {C++} would probably work just fine. So the whole idea was that in performance critical script, I can use pure C++, then only copy back the results for local instances. Look at my original code snippet, the myVector is not used outside of that code. It gets deleted when when the script ends. That is why I copy the values back into ds_grid.
If you need something more longer lasting you could use a global variable, but I guess globals are also defined in some declaration and they are not just globally scoped.
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Works in Progress / Re: Alpha version of An Untitled Story --game is complete-able!
« on: December 02, 2014, 10:11:15 am »
It has been merged into master about 2 days ago. I will remove the GL3 branches.
336
Works in Progress / Re: Alpha version of An Untitled Story --game is complete-able!
« on: December 02, 2014, 04:22:50 am »
I did some surfaces changes, so in 2D they should technically work. At least this example works fine: http://enigma-dev.org/edc/games.php?game=62
So post an example if somethings broken. There was a ticket with an example on the tracker, which I will test later.
So post an example if somethings broken. There was a ticket with an example on the tracker, which I will test later.
337
Proposals / Re: Allow me to use C++ in EDL
« on: December 02, 2014, 04:21:32 am »Quote
You'd have to access those objects the same way you access them in other C++ functions. Ie, using instance_event_iterator.That is why I proposed an inline operator which just ignores parsing. So if I need to access an instance variable, I allow the parser to generate it, like so:
Code: [Select]
ds_grid_set(grid, i, 0, {C++}{myVector.value});
So grid will turn into the correct accessor, while myVector.value will not be parsed and be valid C++.
338
Proposals / Re: Allow me to use C++ in EDL
« on: December 01, 2014, 06:13:13 pm »
Clearly this feature is way to complicated for the current parser. There is also a possibility this might not work for some reason (something Josh spoke about, but was not willing to elaborate).
339
General ENIGMA / Re: Quick question on fonts
« on: November 30, 2014, 07:02:18 pm »
Fonts are rendered on textures on compile time (done by LGM), which is then added to the executable as any other image data. One texture is generated with all the requested glyphs on it, then the texture positions of all glyphs are saved, which are then used for drawing. That is how GM does it as well. We sadly don't support loading fonts from external files right now. There was talk on how to do this with some external libraries, but nobody wanted to use 3rd party stuff it seems.
340
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 24, 2014, 05:28:43 pm »
In GL3 there is no such thing as texture matrix right now. And as it is seldom used, then I wouldn't really want to add it just for this.
341
Programming Help / Re: 3D Performance
« on: November 24, 2014, 05:19:20 pm »
For draw call profiling and stuff you can use existing tools like ApiTrace. In this case you will need to pray that the implementation on Windows is basically the same as on Ouya, which it probably isn't.
Robert B Colton, I have not even though about adding instancing yet. I doubt I will do it any time soon.
It's not really easy to batch d3d_model_draw call's though. You might be rendering the same model, but you render with different transformations. So you either do instancing, or you manually transform the vertices on CPU and add to one batch. But it's possible to batch d3d_model_draw functions if they are a one time thing, like if the balls are not moving or added/deleted, then you can add them together in a single mesh. Won't work with the billboards though, as you still need to rotate them to face the camera. Then you can do something very sneaky though - you can technically draw them as 2D sprites on screen, which GM and ENIGMA batches. Occlusion should still work, if the z axis is changed.
Robert B Colton, I have not even though about adding instancing yet. I doubt I will do it any time soon.
It's not really easy to batch d3d_model_draw call's though. You might be rendering the same model, but you render with different transformations. So you either do instancing, or you manually transform the vertices on CPU and add to one batch. But it's possible to batch d3d_model_draw functions if they are a one time thing, like if the balls are not moving or added/deleted, then you can add them together in a single mesh. Won't work with the billboards though, as you still need to rotate them to face the camera. Then you can do something very sneaky though - you can technically draw them as 2D sprites on screen, which GM and ENIGMA batches. Occlusion should still work, if the z axis is changed.
342
Programming Help / Re: Embedding Enigma into GUI
« on: November 24, 2014, 02:22:50 pm »
Not easily no. It would be faster to embed QT in ENIGMA.
343
Programming Help / Re: 3D Performance
« on: November 24, 2014, 06:23:17 am »
1) If you don't render the model anymore, but a billboard, then why you still do lights for that? Isn't the lights pre-rendered in the image?
2) You must make a model, that is the rendered with d3d_model_draw(). It doesn't matter if you do it at runtime (which should be easy, as it is a billboard) or if you load it from a file. Both will be equally fast, as the model is always the same.
3) How many draw calls you do you have? And how many vertices? Even if the vertices are little (four), you will still have a large overhead if it renders every model separately. Another thing is culling. As the billboard always faces you, then enable backface culling, as you will never see it. Also, you need 3D culling, so you render only those you actually see. This also applies to walls and other things.
4) If you use shaders, then try not too.
2) You must make a model, that is the rendered with d3d_model_draw(). It doesn't matter if you do it at runtime (which should be easy, as it is a billboard) or if you load it from a file. Both will be equally fast, as the model is always the same.
3) How many draw calls you do you have? And how many vertices? Even if the vertices are little (four), you will still have a large overhead if it renders every model separately. Another thing is culling. As the billboard always faces you, then enable backface culling, as you will never see it. Also, you need 3D culling, so you render only those you actually see. This also applies to walls and other things.
4) If you use shaders, then try not too.
344
Proposals / Re: Allow me to use C++ in EDL
« on: November 24, 2014, 06:20:15 am »
Josh wrote at least half of the code. Probably more.
345
Proposals / Re: Allow me to use C++ in EDL
« on: November 23, 2014, 03:16:30 pm »
But if I put the code in C++ definitions, then how can I access local or global variables for instances? Like how exactly can I use C++ definitions together with EDL? I guess I can use ds_ functions in the definitions, so I can just make a function that returns a data structure. That is the only thing that comes to mind.
Quote
But even then, including vector wasn't an option, because you're still writing code in an event function.You mean we can't use vectors is because #include would end up in the function? If so, then headers and "using namespace" stuff can be put in the current C++ definitions file. When that is done, then I don't see why the vector wouldn't work inside a script.
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