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571
Off-Topic / Re: Religious wars in the programming community
« on: July 20, 2014, 08:28:03 am »
Damn this topic was busy. Won't elaborate on anything as it all stopped, but just wanted Darkstar to think more about what he is saying in terms of science. I already mentioned that if you asked something that science can explains now, but couldn't 400 years ago to one of the earliest scientists, he won't be able to answer. And the fact he isn't able to answer doesn't means science isn't able to answer. So if there is something science can't answer about brains right now, then how does that mean science can't answer it in general? And if I ask you - if in 50 years they can answer your questions regarding brains, then will you suddenly think science can answer everything that is answerable? I don't think so. You, just like many religious people today and in previous decades, cling to yet unexplained as cause for science to be wrong. Because not that science is wrong, but because they NEED it to be wrong. They NEED it to be wrong or lacking, because otherwise there is no room for belief. So it's not really anything to do with science, it's about ones own inability to let go of his/her own beliefs.
tkg - I have no problems with you or anyone else. I don't like when 90% of topics in ENIGMA is filled with useless profanity though, as it kind of discredits the project. But as I don't care about its popularity, then I don't care about the language used.
tkg - I have no problems with you or anyone else. I don't like when 90% of topics in ENIGMA is filled with useless profanity though, as it kind of discredits the project. But as I don't care about its popularity, then I don't care about the language used.
572
Works in Progress / Re: Norse Adventures planing stage
« on: July 18, 2014, 06:32:34 pm »
Does he have animation? Because animating that seems like could take quite a skill. But I like it.
573
Off-Topic / Re: Religious wars in the programming community
« on: July 18, 2014, 06:31:21 pm »Quote
Another thing people don't discuss much about is the environment you were brought up and around you, that has an influence as well.That is why more non-western countries need to be additionally examined. But the point is that in 2009 study US only 4% were without belief in general population, but 41% in science. That is a great difference that cannot in fact be explained by family's or places the person grow up in. That is the point all those studies try to make and figure out. (http://www.pewforum.org/2009/11/05/scientists-and-belief/)
574
Off-Topic / Re: Religious wars in the programming community
« on: July 18, 2014, 05:03:07 pm »Quote
Not everyone with a masters degree is an atheist and not everyone who believes in God is a welfare hoarding motherfucker without an education.We are not arguing about "everyone". Of course many very smart and educated people are religious and many non-religious people are quite frankly idiots. But there has been a correlation found. But correlation doesn't imply causation. More research, especially in non-western world needs to be done. But it's not a stereotype and it's not a "arsehole theory". You can read about it here:
http://arstechnica.com/science/2013/08/new-meta-analysis-checks-the-correlation-between-intelligence-and-faith/
http://en.wikipedia.org/wiki/Religiosity_and_intelligence
I am surprised you didn't know that yet though. As ED^2, Robert and I seemed to be on the same page from the beginning.
edit:
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Perhaps whoever came up with this fucked up the arsehole theory must have thought that the education system brainwashes people into thinking science is absolute, that it has answers to everything, since it is part of a multi trillion $ industry and corruption, people thinking outside the box are deemed crazy. There are many things beyond our comprehension that science cannot explain, paranormal in nature, lots that the NASA and military is not telling people and classify that info. Many of these have a University education.Just for curiosity - have you gone to college or university?
575
Off-Topic / Re: Religious wars in the programming community
« on: July 18, 2014, 01:28:02 pm »
I think what Robert wanted to say is that the opposite is also true. If you are atheist or agnostic it's also more probable you will stay at school or pursue higher education (like in university). Because I also don't think that people at universities become atheists, it's more probable that it just solidifies their already hidden beliefs. But I guess it's true in all direction. It's just that the statistics are there, but I don't know if someone actually tried to figure it out.
576
Programming Help / Re: Make sprite run through a loop (like sonic)
« on: July 17, 2014, 05:46:41 pm »
You can just load a gmk. It's a GM file format.
577
Programming Help / Re: Make sprite run through a loop (like sonic)
« on: July 17, 2014, 04:22:57 pm »
You can also look at this - https://www.youtube.com/watch?v=Q9WJDy02LUs (https://www.sendspace.com/file/wbh4kw)
It doesn't have loops though.
It doesn't have loops though.
578
General ENIGMA / Re: New functions available in the rooms editor.
« on: July 17, 2014, 03:34:05 pm »
Good job. I previously had a simple implementation suggestion for the rotation and scaling of objects in room editor. The room editor part isn't easy or simple, but tying with ENIGMA could be. My idea was that LGM would just export rotation and scale as creation scripts for the object (image_angle/direction, image_xscale/yscale) and that would basically mean no changes in ENIGMA itself. You would still need to save those changes in EGM and GMX, but I guess Robert should do that.
Also, I really would want global searching - and not only in scripts. In everything. I want a way to search for a variable and it would list all the objects+events, scripts, room creation codes and so on where it is written. Basically in every Code Window in LGM.
Also, Ism is female.
Also, I really would want global searching - and not only in scripts. In everything. I want a way to search for a variable and it would list all the objects+events, scripts, room creation codes and so on where it is written. Basically in every Code Window in LGM.
Also, Ism is female.
579
Programming Help / Re: Make sprite run through a loop (like sonic)
« on: July 17, 2014, 03:11:05 pm »
lengthdir_x/y returns a position length "len" away at direction "dir". So using this you can make rotation around point. These functions allow you to take the loop radius, it's center and make the guy go around it. I use it basically in every possible project, because it has millions of uses - from making something shoot at certain distance, to making a tornado.
580
General ENIGMA / Re: New functions available in the rooms editor.
« on: July 17, 2014, 02:05:53 pm »
I think he should allow unlimited. More choice is always better.
581
Programming Help / Re: Make sprite run through a loop (like sonic)
« on: July 17, 2014, 02:02:30 pm »582
Off-Topic / Re: Religious wars in the programming community
« on: July 17, 2014, 01:57:07 pm »
Well it's up to preference. But each programming language has some differences that makes on objectively better than another. Like if you want to use pure C++, then it's usually much harder to compile (all the makefile business). If you want many data types built-in, then python can be better, but it's usually slower and I hate the syntax (that part is subjective). If you want to use a lot of matrices and higher level math, then Matlab is a lot better, but you won't render anything real-time with it. So right tool for the right job I suppose. Like if you want to make a 2D game, then it's hard for me to imagine something better than EDL/GML.
583
Programming Help / Re: Make sprite run through a loop (like sonic)
« on: July 17, 2014, 01:53:12 pm »
Usually you have to use more sophisticated physics simulations if you want this to work correctly (like Box2D), but you can of course just code a simple code where there is only a speed threshold involved. Like if the guy is running 20 pixels per frame (speed), then when hitting the loop, do either a sprite animation or a image_angle thing together with lenghtdir_x/y for placing him on radius. If the speed is lower than make him end running proportionally faster.
584
General ENIGMA / Re: Sampler States and Texture Handling Poll
« on: July 16, 2014, 10:28:08 am »Quote
Sure, but that doesn't change the fact that studio and Direct3D9 come with a default of 8.Well I guess it's because the sampler is tied to texture unit by default. You can do the same. But I would love functions that actually allow using sampler objects as real objects. So you can in fact create them, set their parameters and bind them to a unit. Then bind different one to the same unit. Because right now the whole point of sampler objects actually disappears. Like the original idea was that you could have 2 sampler objects (linear and bilinear for example) and use both of them in all cases. So you only have to bind them if you wanted to draw something differently and you wouldn't have to actually change the states.
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If turning on interpolation registers a change and binding a texture returns it to unchanged, texture 1 will retain its interpolation, but texture 2 will not and remain completely unaffected for the duration of the program. I have not thought of a way of caching which is changed without caching the sampler state per-texture, which is even more hectic!This description is true only GL1 right? Because why in GL3 would texture change return it to unchanged? Binding a texture will not reset sampler. Sampler is bound to texture unit. If you set interpolation to texture unit 0, then all textures bound to texture unit 0 will have this interpolation. As we bind every texture to unit 0 by default, then you end up changing interpolation for all textures. So texture_set_interpolation_ext(0,somePrefix_bilinear) is the same as texture_set_interpolation(somePrefix_bilinear) (just like in your code). It's just that no looping is required (which I think is nice, considering Project Mario loops over every texture about 4 times per frame).
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I have not thought of a way of caching which is changed without caching the sampler state per-texture, which is even more hectic!But that is exactly what I mean. You haven't actually cached anything in that code right now. Whenever a texture changes, you apply EVERY possible texture state change (right now it's 7 glTexParameter calls). No wonder why it is a lot slower now, because texture changes can happen tens or hundreds of times a frame, and you just set the same parameters all these times. So in GL1 you have to takes these 7 parameters, put them in texture class, and check them whenever ApplyState() is called. So if no sampler is actually changed, then no glTexParameter calls will be made. This will most probably reduce all performance impact. It might actually speed up GL1, because now if the user manually update the sampler (like via texture_set_interpolation or texture_set_interpolation_ext), there will be no glTexParameter calls made if the new parameters are just like the old ones. This is how caching is done in shader system with uniforms.
I guess you can implement as you want and I will just see how to optimize it later.
585
General ENIGMA / Re: Sampler States and Texture Handling Poll
« on: July 16, 2014, 04:55:26 am »
Sampler objects are tied to texture units right? So can't you just create 1 sampler object, tie that to texture unit 0, and change it's parameters with texture_set_ functions? Because normally you cannot use more than one texture in GM or ENIGMA. If you want to use more than one, then you must use custom shader, in which case you can allow more samplers to be made and modified.
And about the slowdown - why exactly is GL1 slower? If you cached it, then it shouldn't ever change during runtime unless manually changed. So there should be 0 performance degradation, unless calling a function of "if (changed == false) return;" somehow reduces performance.
I personally don't really care. OGL still allows you to use both - if you bind sampler 0, then you disable sampler objects and it uses texture data. So it's totally optional. You can keep it like it is for 99% of the time, and if the user wants to use sampler objects, then you can allow it (by creating new functions, like sampler_set_filtering, sampler_create etc.).
And about the slowdown - why exactly is GL1 slower? If you cached it, then it shouldn't ever change during runtime unless manually changed. So there should be 0 performance degradation, unless calling a function of "if (changed == false) return;" somehow reduces performance.
I personally don't really care. OGL still allows you to use both - if you bind sampler 0, then you disable sampler objects and it uses texture data. So it's totally optional. You can keep it like it is for 99% of the time, and if the user wants to use sampler objects, then you can allow it (by creating new functions, like sampler_set_filtering, sampler_create etc.).
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