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Messages - Goombert

Issues Help Desk / Re: capture musical note with jack :D
« on: May 15, 2013, 10:35:14 pm »
You should add sound_tempo then so that it can be done seperately as well.

General ENIGMA / Re: LateralGM Theming
« on: May 15, 2013, 10:21:45 pm »
I have now also merged in JoshEdit, this will fix all current bugs with the script editor and allow syntax highlighting customization as well as code folding. I have so fared fixed a few issues and added the context menu and made line numbering align right of the content area and be less in your face.

@IsmAvatar I had to to comment out a few @Override statements in org.lateralgm.joshedit .java files because it was erorring for me and telling me to remove them, Josh said this may have future implications on LGM. I replaced them with //r@Override so you can easily find them with regexp.

Yes that was also why I asked everyone for a hardware diagnosis a while back to compare and contrast with the Steam survey.

Wonderful anyway, like we've also discussed we need to work out graphics systems being independent of Window. Take for instance I also want to an OGRE graphics system and OGRE provides its own Windowing for each platform so it will be Windowing system independent, however for DX I need a bridge that exposes the hWnd window handle from the Win32 windowing system to the DX graphics system. It needs hWnd to create the d3d rendering device and target, as I cannot put that into the Win32 windowing system because it is also used by the OGL graphics system.

I am also planning to abstract your particle system to be able to do 3D particle effects as well. I will also be creating a particle effects designer for the new IDE NaturalGM so that you won't have to mess with code to create nice looking particle effects and stuff.

As far as the Scene Editor, yes it does do that, but it is also 2D. It memorizes 3 different camera projects, Perspective, Orthographic, and Isometric allowing you to easily flip between them and you can also control other things such as fog and what not and it is also hardware accellerated and uses OpenGL. But this also brings me to another point of reusable code, such as basic shapes and mesh classes, I am trying to think about sharing them between the engine and the IDE.


It is going to use the Unity3D style cube for locking axis constraints...

Hey sorry forthevin I didn't respond to that, I have gotten sidetracked with LGM and NGM, and I am waiting for Ism to come and build the new LGM jar. I am currently writing a 3D/2D scene editor for our new IDE...

I won't be working on the engine for quite some time yet, however I did move Box2D to an extension so it can be used in conjunction with bounding box collision systems and for instance could allow you to use it with Newton or Bullet at the same time, think GTAIV and how it has 2D minigames. YYG messed up their system so I proivde one that is compatible with theirs but I am also writing my own. Also be aware to check the particles extension I broke it when I created the general header includes for graphics systems Josh told me too, we need to create a bridge there because particles need to use the current graphics system, not OpenGL1 only.

Proposals / Re: Manual, the Button
« on: May 14, 2013, 02:42:45 am »
Yeah Deus, your saying the exact same thing I said to Josh, but he has decided he don't like Doxygen for all the functions. My original purpose was for the doxygen to provide "Quick tips" when typing out functions in the IDE and the Wiki would be more like the manual. Something like Doxygen as Josh said is more useful when you don't already have documentation and we already have a more documented Wiki and better organized one than YYG. It'd be much easier to document process all the Wiki pages from an xml dump with AWB and stuff than to document them twice in Doxygen. Not to mention doxygen not only takes up space when we upload the docs to the server but also bloats the heck out of our code. So I agree more now with Josh on this, but I do still want to doxygen to provide the "Quicktips" in the IDE.

Now as far as setting your own manual in the preferences panel and making the button open it, that's a piece of cake, and I am more in favor of HTML than PDF, because everything can be cached and PDF's are a pain the arse when you put them online. Now however as far as querying the Wiki for documentation that would require and online connection and both options should exist really, Visual Studio allows you to select an option where you can cache the documentation files for offline viewing when your connected or you can download it all at once and then select the option to turn off online querying. Which I think is a great idea and, although I hate %99 of what Microsoft does, I think it is a good idea.

Plus I'd also like to mention some people, myself included, take pride in editing and cleaning up Wiki's, don't ask why, we just do. Nobody really feels the same way about editing thousands of doxygen comments or making html docs. And anybody can contribute to the Wiki, that is what is so great about it, not to mention I can provide custom themeing and stuff for everything, I have removed all the inline CSS, and it's very easy to theme the Wiki now.

Proposals / Re: Manual, the Button
« on: May 13, 2013, 04:10:07 pm »
First of all I can't believe this post is what you had me wait so long for. Ism how bout all three? The Wiki I can easily run through a document processor and provide a downloadable version for offline people, and there should still be the preference as some people may want to open their own manuals. I don't know why though, I go to great lengths to document everything on our Wiki.

Issues Help Desk / Re: capture musical note with jack :D
« on: May 13, 2013, 03:21:05 pm »
Hey gra, the basic sound functions do support pitch, so that might help in making musical notes  (Y)

General ENIGMA / Re: Simply Debian/Ubuntu Enigma Installer
« on: May 13, 2013, 03:19:00 pm »
Hey fervi, thanks that is awesome!  :) Eventually we intend to have a real installer for all platforms, but when I get the chance I need to review this and talk to Josh, we may be able to add this to the download page. Thanks  (Y)

General ENIGMA / Re: LateralGM Theming
« on: May 12, 2013, 09:46:37 am »
1) that will be fixed in the next version, like I said already the current version uses JEdit which is Java's script editing component, which is very crappy, I am going to merge in the custom one Josh made from the branch JoshEdit in the 1.8, it has code folding markers styling all the bug fixes etc.
2) yes I want to do that as well including adding a context menu to it, however that is part of the plugin to the IDE, not the IDE itself so that cannot come in this build just yet I am also going to add compile and debug to the main toolbar
3) yes I have added context menus in as many places as I could
4) ill look into the manual thing, perhaps in 1.7, but I already have a hefty commit, but ill look into it
5) we already have an image editor, you didnt check it out when you installed LGM its part of a seperate branch, but I am also adding the options to preferences for you to set your external editors for code, sprites, backgrounds, and sounds

So yes to basically everything you just asked :)

Works in Progress / Re: OpenDave
« on: May 09, 2013, 09:22:15 pm »
Wow thats nice fervi !!!!  :) Wonderful to see ENIGMA finally being usable, we have allot of important updates coming to LGM as well. I will test this when I get the chance.  (Y)

General ENIGMA / Re: LateralGM Theming
« on: May 09, 2013, 11:25:16 am »
Nope I know exactly what you are talking about. This is going to be 1.7 and in 1.8 I am going to merge JoshEdit, then in 1.9 I am making some updates to the plugin, and then 2.0 will be stable with all the bug fixes. So don't worry I am already on it as soon as I finish 1.7, and the later versions will come much quicker. The merging of JoshEdit will fix all that, so no worries  :)

Also be aware I am adding the option to toggle D&D, you will just hit edit on an event and code window will popup :)

General ENIGMA / Re: LateralGM Theming
« on: May 09, 2013, 05:58:20 am »

Don't worry Deus I will be done soon enough, I just finished adding the Object Info window cheeseboy asked me to, so if anybodies got any simple requests for me before my commit gets to big, let me know  :)

Function Peer Review / Re: Splash functions
« on: May 08, 2013, 11:29:40 pm »
When I am free if you don't start on bridges then I will get around to it when I can to expose the Window handle and create a proper bridge for the necessary systems.
Please note as well we have discussion ongoing regarding that functions should be placed in side namespace enigma_user {}; as that is the namespace the engine will use for function detection, everything outside the namespaces scope is hidden from the end user.

General ENIGMA / Re: Critical Change, Function Renaming
« on: May 08, 2013, 10:59:08 pm »
No no no, Deus, your confused I want draw_polygon, and draw_model, we are all on the same base there  ;D lol you got it backwards dude, I agree with you on that.

And should 3D models be used in 2D? lolololololol

they already are, all your draw_sprite calls? They draw a 3D floor with 0 for the z coordinates lolololololol, everything in OpenGL is 3D, everything in our engine is 3D, theres no need for disambiguation, except between what you are drawing not how you are drawing

And Studio already has polygon_* functions and a polygon editor, I am just wanting us to plan how we intend to restructure some of the dumb things YYG have done after they are long out of business and their persistent nonsense no longer having any influence.

General ENIGMA / Re: Critical Change, Function Renaming
« on: May 08, 2013, 11:33:16 am »
"The function is physics_fixture_shape"

Deus, he stated that it is physics_fixture_shape, he was definitely wrong, your misinterpreting what he said, I already corrected him on the corret name of the two functiosn which is d3d_model_draw(); NOT d3d_draw_model(); like you would assume it is, and its physics_fixture_set_polygon_shape(); in the Studio API.

But the polygon functions would be box2d, SVG graphics support, 2D polygonal type models and rendering, and could have other uses too.