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Issues Help Desk / Re: Compiled game doesn't start?
« on: March 14, 2019, 09:46:03 pm »
yes, i have exact same problem as well.
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Tips, Tutorials, Examples / Vertex buffer primitives
« on: March 04, 2019, 09:14:14 pm »
here's the example https://enigma-dev.org/edc/games.php?game=80
there's scripts to generate cones, walls, blocks,importing d3d/obj models etc via vertex functions which work much faster comparing to default d3d_ ones.
there's also benchmark to compare how fast they are comparing to d3d_draw_primitive and d3d_model_draw functions. the benchmark shows that vertex_submit function works on exactly same speed if all vertices are close to camera. however, if we'll zoom out, vertex_submit becomes much faster, while d3d_functions remain distance-independent and lag just as if they were close to camera. the culling doesn't work and is reversed on all of the 3d primitives and models. matrix functions don't work as well
the example is a bit unpolished but i don't want to spend any more time on this one
there's scripts to generate cones, walls, blocks,importing d3d/obj models etc via vertex functions which work much faster comparing to default d3d_ ones.
there's also benchmark to compare how fast they are comparing to d3d_draw_primitive and d3d_model_draw functions. the benchmark shows that vertex_submit function works on exactly same speed if all vertices are close to camera. however, if we'll zoom out, vertex_submit becomes much faster, while d3d_functions remain distance-independent and lag just as if they were close to camera. the culling doesn't work and is reversed on all of the 3d primitives and models. matrix functions don't work as well
the example is a bit unpolished but i don't want to spend any more time on this one


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Issues Help Desk / Re: Compile error after adding sprite
« on: March 02, 2019, 08:47:04 am »
seems like you stumbled on this bug with lateralgm https://enigma-dev.org/forums/index.php?topic=2957.0
try the fix from that topic. you can also wait for a new ide which is currently under development
try the fix from that topic. you can also wait for a new ide which is currently under development
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Issues Help Desk / Re: Collision gives different results in GM8 than in Enigma
« on: March 02, 2019, 08:40:20 am »
if rectangle collision seems to be insufficient for you, you can turn on precise collision checking, and change all of the sprite masks from rectangle primitive to precise. that should fix the problem
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General ENIGMA / Re: Sorry, I really tried
« on: February 28, 2019, 11:02:38 am »
perhaps, with bigger community we could do "stable builds" once in a few months, with simple as possible installation process, polished functionality and cut out unimplemented functions, but as of now i think we should just try to get something like "enigma version 1.0" rolled out, basically just a working mvp
then we could prepare marketing material, some comparison infographics, promo vids (i'd do it on my own if we'll ever reach this stage, on a good level),but simple proposal to compile gm projects with c++ translation that speeds the game up 100 times would have served as an excellent marketing already.
then we could collect target platforms to spread information, like gm's reddit, to start converting users to enigma. given the dissatisfaction people have with gm developers, it shouldn't be hard to attract them to develop an alternative
then we could prepare marketing material, some comparison infographics, promo vids (i'd do it on my own if we'll ever reach this stage, on a good level),but simple proposal to compile gm projects with c++ translation that speeds the game up 100 times would have served as an excellent marketing already.
then we could collect target platforms to spread information, like gm's reddit, to start converting users to enigma. given the dissatisfaction people have with gm developers, it shouldn't be hard to attract them to develop an alternative
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Tips, Tutorials, Examples / Re: Isometric projection in 3D
« on: February 27, 2019, 09:58:41 pm »this was fantastic. i even got it to work on OpenGL 3.3. not sure but it showing kinda dark, should it be so or do i need to tweak it?well the difference between gl3.3 and 1.1 is that there's still no fog support in 3.3, so without light source, fog-colored vertices in 1.1 will remain dark in 3.3. the lighting behaves differently in 3.3 too though
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Tips, Tutorials, Examples / Re: Isometric projection in 3D
« on: February 26, 2019, 11:12:39 pm »
ok update, i just fixed all the problems i had with this example.
i noticed that the lighting is actually perfectly superimposed on the ellipsoid primitive. so the problem with lighting is most likely shape functions. the problem with d3d_set_projection_ortho_lookat was my fault. drawing 2d primitives like draw_circle doesnt work in 3d with d3d_set_culling on, however, im not sure if its because of the function itself, or because i "inverted" all the other primitives altogether with camera
- the fog works just fine
- no znear problem in d3d9, the camera cuts the scene exactly where it needs to
- i also wrote the conversion of the 2d position of the mouse into an orthographic three-dimensional projection, and tied it to the movement and selection of objects, maybe someone will find it useful
i noticed that the lighting is actually perfectly superimposed on the ellipsoid primitive. so the problem with lighting is most likely shape functions. the problem with d3d_set_projection_ortho_lookat was my fault. drawing 2d primitives like draw_circle doesnt work in 3d with d3d_set_culling on, however, im not sure if its because of the function itself, or because i "inverted" all the other primitives altogether with camera
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Tips, Tutorials, Examples / Re: Isometric projection in 3D
« on: February 25, 2019, 09:06:03 pm »Here's the commands you can use to update your copy of ENIGMAnice, thanks. i just checked and I had enigma version from feb 7th, i just updated anyway
the problem is actually with how d3d_set_projection_ortho_lookat works. it looks like directx9 has a default znear distance assigned to the camera. so this cuts off the graphics except for one lucky triangle that remains from d3d floor. and although changing x, y, width and height in d3d_set_projection_ortho_lookat doesn't move znear position, you can rotate the camera to change the znear angle.Quote from: impodirectx9 just renders a single triangle.. lol. whatever i try to change, it still shows a triangle. directx9 worked fine in other tests as far as I remember, might be a problem with d3d_set_projection_ortho_lookat, i'll probably do some other tests on thatI am like 90% certain the issue is the lighting material, and I have fixed it in master. It also caused Project Mario not to draw anything, and this is why I would like you to update and try again.
so i got something like this:

ive made a huge 200000x200000 d3d_floor to further test this theory and got zfar level displayed as well, the floor is cropped on the both sides now:

since fog basically acts the same, we can achieve simillar to znear/zfar effect in opengl. rotating the camera makes the fog move just like the znear/zfar distance in the screen above since both always drawn parallel to camera.

i also tested project mario in dx9 and it works just fine
It won't render anything because you have an outdated ENIGMA. You need to upgrade so that you have my perspective fixes.the biggest problem with d3d_set_perspective is that i'm too lazy to try to make it work, especially when d3d_set_projection_ortho_lookat is somewhat working. it feels like d3d_set_perspective was just duct taped to gm one day before it's realease, i haven't seen anyone using it or getting it to work
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Tips, Tutorials, Examples / Re: Isometric projection in 3D
« on: February 24, 2019, 10:36:50 pm »
just figured out that culling and z-depth work perfectly fine with d3d_set_projection_ortho_lookat. it's just fog that is always calculated from 0;0;0
here you can see culling in action

and here's fog with lighting

here's comparison between different systems

opengl1.1 works well, except for lighting looking inverted relative to the light source. i also couldn't get the other EDL's light functions to work (related to specular lighting)
opengl3.3 has no fog, also broken transperancy
directx11 has no light/fog, problems with h/vrepeat and whatnot. opengl 1.1 actually has problems with that as well, texture hrepeat/vrepeat didn't work on cube primitive (but worked on floor)
directx9 just renders a single triangle.. lol. whatever i try to change, it still shows a triangle. directx9 worked fine in other tests as far as I remember, might be a problem with d3d_set_projection_ortho_lookat, i'll probably do some other tests on that
here you can see culling in action

and here's fog with lighting

please try running your game in Direct3D systems and let us know if that produces different results with respect to the fog or lighting.
here's comparison between different systems

opengl1.1 works well, except for lighting looking inverted relative to the light source. i also couldn't get the other EDL's light functions to work (related to specular lighting)
opengl3.3 has no fog, also broken transperancy
directx11 has no light/fog, problems with h/vrepeat and whatnot. opengl 1.1 actually has problems with that as well, texture hrepeat/vrepeat didn't work on cube primitive (but worked on floor)
directx9 just renders a single triangle.. lol. whatever i try to change, it still shows a triangle. directx9 worked fine in other tests as far as I remember, might be a problem with d3d_set_projection_ortho_lookat, i'll probably do some other tests on that
GM resets the projection automatically at the beginning of each screen redraw. If 3D mode was turned on and perspective is enabled (default is on) then it will set a perspective projection, otherwise an orthographic oneyeah i know, I tried to turn off the perspective before each draw event, with different projections, angles etc, but it just didnt seem to work
(GLM) is the dependency we use for the matrix computations and it uses SIMD and compiler intrinsics for optimizationthat's great, alot of potential. i want to make some advanced stuff just for the sake of kicking game maker's ass
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Tips, Tutorials, Examples / Isometric projection in 3D
« on: February 23, 2019, 07:52:05 pm »
Enigma has few d3d functions unfamiliar to GM users, so I thought it would be useful to make an example of using undocumented EDL's d3d stuff and learn them out on the way
I started with d3d_set_projection_ortho_lookat, and made an isometric camera projection with it (attachment1). there were few problems though. while using this function, the game still assumes that the actual coordinates of the camera remain at zero, so camera-position-dependent things like culling and fog are broken. are there ways to fix this?
for sure there are more optimal ways to render 3d scenes in isometrical projection in Enigma, however i couldn't get functions like d3d_set_perspective to work, perhaps projection matrix would work faster? what's actually the most computationally effective way in enigma to make isometric (or any other orthographic) projection in 3d?
I started with d3d_set_projection_ortho_lookat, and made an isometric camera projection with it (attachment1). there were few problems though. while using this function, the game still assumes that the actual coordinates of the camera remain at zero, so camera-position-dependent things like culling and fog are broken. are there ways to fix this?
for sure there are more optimal ways to render 3d scenes in isometrical projection in Enigma, however i couldn't get functions like d3d_set_perspective to work, perhaps projection matrix would work faster? what's actually the most computationally effective way in enigma to make isometric (or any other orthographic) projection in 3d?

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Issues Help Desk / Re: bug with data structures?
« on: February 13, 2019, 12:30:38 pm »
the problem is that if the list actually exists, this function successfully checks its existence. but if there is no such list, the function can't find what to check, and instead of returning zero, checks existence of the first created list in the room (or zero, if there are no lists at all)
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Issues Help Desk / bug with data structures?
« on: February 13, 2019, 11:36:21 am »
create an object and add to Draw Event:
put object on the room and try to run it. no text should be displayed
now create another object or use this one (doesn't really matter), and put this code on Create Event:
try to run the game again. in my case ds_list_exists returns 1 with any existing ds list in the room, regardless of whether this is the ds list I checked for existence or not.
is this program behavior common to everyone, or is it just me? and if its common, did i use the function wrong, or is there actually a bug?
Code: [Select]
if (ds_list_exists(any_variable_here))
draw_text(200,200,"mylist exists")
put object on the room and try to run it. no text should be displayed
now create another object or use this one (doesn't really matter), and put this code on Create Event:
Code: [Select]
any_list_name=ds_list_create()
try to run the game again. in my case ds_list_exists returns 1 with any existing ds list in the room, regardless of whether this is the ds list I checked for existence or not.
is this program behavior common to everyone, or is it just me? and if its common, did i use the function wrong, or is there actually a bug?
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Issues Help Desk / found new(?) bug with object numbers in LGM that affects Enigma
« on: February 13, 2019, 09:23:27 am »
in game maker there's project import function that allows you to import a part of another project.
imagine we have 10 objects in project A. we then add project B with 10 objects on it.
let's say after this we created a new object, it's 21st in our A+B project.
LateralGM has no import function, however, we can still open our A+B project merged in game maker.
now, if we try to create a new object in LateralGM, it'll be 11th (LGM doesn't count new objects that we imported in GM) , and when compiled, it will accordingly refer to it as 11th, although there is already such an object in the project, so we'll get an error like this
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h: In function 'std::__cxx11::string enigma_user::object_get_name(int)':
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:113:7: error: duplicate case value
case 11: return "obj11_project_b";
^~~~
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:112:7: note: previously used here
case 11: return "obj21_enigma";
so basically you won't be able to add objects. the workaround is to make 10 new objects and just delete them, so that the index of new objects is shifted. unfortunately there's no 'duplicate folder' function in LGM, and even if you select multiple objects, and duplicate them, it will only duplicate 1 object, so your best bet is to hold alt and spam insert to copy the objects, which can be pretty frustrating when you merge huge projects
imagine we have 10 objects in project A. we then add project B with 10 objects on it.
let's say after this we created a new object, it's 21st in our A+B project.
LateralGM has no import function, however, we can still open our A+B project merged in game maker.
now, if we try to create a new object in LateralGM, it'll be 11th (LGM doesn't count new objects that we imported in GM) , and when compiled, it will accordingly refer to it as 11th, although there is already such an object in the project, so we'll get an error like this
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h: In function 'std::__cxx11::string enigma_user::object_get_name(int)':
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:113:7: error: duplicate case value
case 11: return "obj11_project_b";
^~~~
C:/Users/enigma/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:112:7: note: previously used here
case 11: return "obj21_enigma";
so basically you won't be able to add objects. the workaround is to make 10 new objects and just delete them, so that the index of new objects is shifted. unfortunately there's no 'duplicate folder' function in LGM, and even if you select multiple objects, and duplicate them, it will only duplicate 1 object, so your best bet is to hold alt and spam insert to copy the objects, which can be pretty frustrating when you merge huge projects
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Tips, Tutorials, Examples / Re: looking for shaders
« on: February 12, 2019, 11:55:04 am »
thanks dude, the example works just fine. i'm surprised that shaders are so simple to implement actually.
in order to lure away people from game maker, we need more of demonstrative/easy-to-understand/clickbait'ish examples of enigma's advantages. powerful shaders on 3d project that game maker just can't handle would be a nice start. gonna mess with shaders later for sure. i'm currently working with a* algorithm for enigma https://enigma-dev.org/edc/games.php?game=78 and going to make a traffic simulation with 1k cars+ on top of it. something game maker won't stand
in order to lure away people from game maker, we need more of demonstrative/easy-to-understand/clickbait'ish examples of enigma's advantages. powerful shaders on 3d project that game maker just can't handle would be a nice start. gonna mess with shaders later for sure. i'm currently working with a* algorithm for enigma https://enigma-dev.org/edc/games.php?game=78 and going to make a traffic simulation with 1k cars+ on top of it. something game maker won't stand
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Tips, Tutorials, Examples / looking for shaders
« on: February 11, 2019, 06:14:40 am »
it seems all of the examples on using shaders on the forum is lost now. do shaders work in enigma currently? if so, can anybody share an example of how to actually use the shaders in enigma?
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