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1306
Announcements / Re: LateralGM Update
« on: June 05, 2013, 08:53:51 am »Quote
Thanks, but I've never seen something like that in other IDEs I've used.Well it's because IDEs don't have actual systems or extensions for an engine. And if there are, they are not maintained by a random bunch of people. API's are something like extensions, you can select the ones you want and deselect the ones you don't. Extensions in GM mention Authors name, ENIGMA for space reasons doesn't. But it does mention the API's Author. The one you want is "Game Settings->Info". But I don't think any of that is written yet. Basic things like adding a freaking icon or writing meta data for exe is something that takes about 30min to do, but 5 years to actually start doing.
Also, it looked just like the "author" in the Game Preferences of Game Maker.
Confusing IMHO.
1307
Announcements / Re: LateralGM Update
« on: June 04, 2013, 05:11:29 am »
Double clicking on an event still doesn't open the code. I have to click Edit manually at the bottom.
1308
Issues Help Desk / Re: Some problems I have found.
« on: June 03, 2013, 05:04:34 pm »
You can also post the .gmk (or the bare bones one) and we could check more closely.
1309
Issues Help Desk / Re: Some problems I have found.
« on: June 03, 2013, 02:49:51 am »
That is clearly an issue with either the LGM loader or plugin resource writer, as you normally can't have a tile without a background id. Though I can't remember what happened when you deleted the background. I think all the affected tiles deleted too (in GM). Though can't remember.
edit: And the background float bug is because we use room_width and room_height to set the biggest tile size. So when you move the tile -room_width it will be out the room. It should use some modulo magic to fix that.
edit: And the background float bug is because we use room_width and room_height to set the biggest tile size. So when you move the tile -room_width it will be out the room. It should use some modulo magic to fix that.
1310
Issues Help Desk / Re: ENIGMA isn't ready yet
« on: June 02, 2013, 05:57:30 am »
The gcc -v I have is 4.7.2 (that is the one in the PATH, which is MinGW32). I don't think I use the one with ENIGMA.
edit: Have you tried deleting everything, extracting ENIGMA, then move winpatch.zip to a different folder and run ENIGMA.exe. This will mean that ENIGMA.exe won't extract the old .jar and and won't run it, it will just clone git and close. Then extract the .zip manually, but replace the lgm16b4.jar and plugin.jar with the new ones Robert gives: http://enigma-dev.org/forums/index.php?topic=1245.0 (remember to rename it to lgm16b4.jar) . And the finally run the ENIGMA.exe. Now it will compile the .dll and it should work. If it doesn't then try all that again, but this time specify your path to mingw again (like you said you did previously).
edit: Have you tried deleting everything, extracting ENIGMA, then move winpatch.zip to a different folder and run ENIGMA.exe. This will mean that ENIGMA.exe won't extract the old .jar and and won't run it, it will just clone git and close. Then extract the .zip manually, but replace the lgm16b4.jar and plugin.jar with the new ones Robert gives: http://enigma-dev.org/forums/index.php?topic=1245.0 (remember to rename it to lgm16b4.jar) . And the finally run the ENIGMA.exe. Now it will compile the .dll and it should work. If it doesn't then try all that again, but this time specify your path to mingw again (like you said you did previously).
1311
Issues Help Desk / Re: Android Enigma
« on: June 02, 2013, 05:48:56 am »
No, it doesn't. It never has. TMGM did make it work for himself but it was specific for him (lots of hard coded paths and whatnot) and it wouldn't actually do anything. So no, it doesn't work and it won't for some time. I am willing to code some GLES graphics, but someone has to make it actually compile (so the framework itself). Actually current GL3 will mostly work on android, as immediate mode is not supported and you have to use VBO, VAO for it work.
And SDK is required because you must have the headers for Android. They are not included in MinGW (for a good reason). The wiki also mentions SDK and NDK. Previously Google NDK had some massive problems (and I think it didn't even exist when the wiki tutorial was written). The current Google NDK had everything you needed to compile C++ for Android. Though the CrystaX version supports C++11 and STL. So the whole thing has to be remade.
edit: Never mind, GL3 still uses immediate mode for now.
And SDK is required because you must have the headers for Android. They are not included in MinGW (for a good reason). The wiki also mentions SDK and NDK. Previously Google NDK had some massive problems (and I think it didn't even exist when the wiki tutorial was written). The current Google NDK had everything you needed to compile C++ for Android. Though the CrystaX version supports C++11 and STL. So the whole thing has to be remade.
edit: Never mind, GL3 still uses immediate mode for now.
1312
Issues Help Desk / Re: ENIGMA isn't ready yet
« on: June 02, 2013, 03:36:38 am »
malkierian: Have you tried deleting ENIGMA and reinstalling it? Like for me it takes about 3 tries for some bizarre reason for it to work. It either bitches about Java, mingw or both. After about 3 tries it's ok.
1313
Announcements / Re: LateralGM Update
« on: May 31, 2013, 08:04:06 am »
I sometime get this bug: https://dl.dropboxusercontent.com/u/21117924/lgm_bug2.png
So no icons. It also doesn't open room editor etc. When I change the theme from the default I get it working again (also when I set it to something else and then back to default (which is native), but I get different problems (like some icons still not showing up or truncated text). When I change the icon set however, then everything seems to work.
So no icons. It also doesn't open room editor etc. When I change the theme from the default I get it working again (also when I set it to something else and then back to default (which is native), but I get different problems (like some icons still not showing up or truncated text). When I change the icon set however, then everything seems to work.
1314
Issues Help Desk / Re: Out of memory error while compiling
« on: May 30, 2013, 02:07:56 pm »
Well 2GB is the amount a 32bit program can get. When it hits that ceiling windows will trow an exception (aka crash) when more is asked. The question is why cc1plus does this? And a better question is what the hell is cc1plus? Shouldn't it be g++?
1315
General ENIGMA / Re: Perfect Circles
« on: May 28, 2013, 03:28:59 am »
Well it is always backwards compatible I think. So there can't be hardware too new.
1316
General ENIGMA / Re: Perfect Circles
« on: May 28, 2013, 02:53:28 am »
Has anyone on Windows got them working then? Because the demo worked for me all the time. I never had a makefile problem. But the shaders don't work. When I enable toon shader in the demo I don't see any change. I tried different things with the paths and stuff. I need to check if the source is even loaded and if shader compiler returns errors.
1317
General ENIGMA / Re: Perfect Circles
« on: May 28, 2013, 02:09:29 am »
Isn't the fill rate the same? Fillrate is the amount of pixels drawn to memory. If you render a fully visible polygonal circle and a pixel shader based circle, the amount should be the same. Okay, it will have to "render" invisible pixels around the circle boarder (that's 21% more area), but seeing as that is done in pixel shaders - something extremely fast in a modern GPU - then I don't think there would be performance problems. But we could just test this...
Only if the implemented pixel shaders worked on windows...
Only if the implemented pixel shaders worked on windows...
1318
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 12:57:11 pm »Quote
OK. But possibly it's being disabled by your driver when you run the application?It shouldn't be. Especially when ran in windowed mode. I also tried full screen and full screen with display resolution set to the room. In all cases the same result. But as I said, I got this problem with another, totally unrelated PC. Different hardware, clean install etc. So it must be larger than that. Maybe I will try my laptop with AMD later and see if has the same problem.
edit: After a quick profiling I found the problem is setting the room_speed large. The room_speed = 1000 makes the whole thing CPU bound. Even when vsync is on and only 60FPS is possible. But the bound is actually a lot lower than that. At room_speed 59 I get 3% CPU load, at room_speed 60 I get 25%.
edit2: With vsync off I get 0-3% load even with 60FPS. Or 500fps for that matter. But 600FPS again give 25% load. I think the CPU bottlenecks when I make it draw more than I can actually draw. Maybe the opposite, it bottlenecks when I ask for I/O while I can draw a lot faster. Anyway, we should multithread ENIGMA at least partially, so I/O is one thread drawing another.
1319
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 12:26:10 pm »
Yeah my bad. Somehow forgot that glew is for windows. Anyway, it's possible to re-implement for windows then.
And I checked, I have everything, including "enable desktop composition" turned on.
And I checked, I have everything, including "enable desktop composition" turned on.
1320
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 12:19:34 pm »
Nope, set_syncronisation() didn't fix that. You can re-implement that function using GLEW like here: http://3dengine.org/Disable_vsync . So it basically is just this:
1) This function should not be in WindowsSTD, but in OpenGL graphics system for obvious reasons (best one being that it is not platform specific).
2) You will need to include wglew.h, not just glew.h (it should have been included anyway, dunno why it isn't) inside the general/OpenGLHeaders.h.
3) When you do that there will be some problems with inlined min and max functions inside GSColors. I just renamed them to mini and maxi as they are used right there for some clamping, nothing more (and moved them under enigma_user, but I guess that is not necessary).
Code: [Select]
void set_synchronization(bool enable)
{
wglSwapIntervalEXT(enable);
}
Note:1) This function should not be in WindowsSTD, but in OpenGL graphics system for obvious reasons (best one being that it is not platform specific).
2) You will need to include wglew.h, not just glew.h (it should have been included anyway, dunno why it isn't) inside the general/OpenGLHeaders.h.
3) When you do that there will be some problems with inlined min and max functions inside GSColors. I just renamed them to mini and maxi as they are used right there for some clamping, nothing more (and moved them under enigma_user, but I guess that is not necessary).
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