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2866
General ENIGMA / Re: DirectX Graphics System Port
« on: April 29, 2013, 05:55:41 pm »
Scratch that I worked it out, as soon as you install the Windows SDK MinGW can find the DirectX 10/11 headers, users will just be required to install that if they intend to wirte a DX port of their game until they are prepackaged with MinGW by default.
2867
General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 29, 2013, 04:47:39 pm »
Forthevin can you tell me exactly how I am supposed to do this? I am good at helping with these very monotonous things like moving functions to a namespace, but Josh told me to hold off because it is very easy to mess up, and now I don't know how to start doing it. As far as I think I just need to move the function declaration and definition in the headers and sources into namespace enigma_user { } is that correct?
2868
General ENIGMA / CG Shader Compiler
« on: April 29, 2013, 02:59:10 pm »
As all of you already know in the new graphics system things such as fog and lighting must be redone using shaders. We are going to support the dynamic GLSL linking functions that I added for debug purposes, but the main shaders will be written in CG like Unity3D, Unity Labs also offer the source code to their shaders in an archive for download.
In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.
In case any of you do not know CG is a shading language that outputs both optimized GLSL and HLSL, meaning you write the shader once and it works for multiple graphics systems. This requires we integrate the NVIDIA CG compiler chain and tool kit, there is not much use of this yet being the way LGM is with such restrictive project hierarchies, but it does need integrated with the main engine.
2869
General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 29, 2013, 02:41:54 pm »
Does this resolve the issue with Box2D functions not being highlighted? That also needs worked out.
2870
General ENIGMA / Re: DirectX Graphics System Port
« on: April 29, 2013, 12:42:42 pm »
Yah I would rather just get the newer MinGW version but that means everyone else has to upgrade as well
and you guys will bitch me out for it most likely. Why I gotta update? Why you gotta change so much? Why cant everything always be perfect?
and you guys will bitch me out for it most likely. Why I gotta update? Why you gotta change so much? Why cant everything always be perfect?
2871
General ENIGMA / DirectX Graphics System Port *Forthevin*
« on: April 29, 2013, 12:35:33 pm »
Ok as you all know I outlined or created the shell for my DX graphics port, now however the current MinGW version we use does not include the DX10/11 headers only the DX9 headers. This leaves us with two options...
1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system
We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.
**** MSG FOR FORTHEVIN ****
I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do
It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me
I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.
1) Use a newer MinGW
2) Add Windows SDK as a dependency to the system
We would probably have to go through a bunch of bug fixes for MinGW but that's what I am most in favour of because there are no extra instalments required. The DirectX SDK is now a part of the Windows SDK since June of 2011, so you have to install everything with that and it takes about 3 hours. I would also rather not have to write it for Windows SDK and then have to redo all the make files for the MinGW headers.
**** MSG FOR FORTHEVIN ****
I have got everything working with the Windows SDK and am able to include the DX10 headers, but I am not able to decipher a darn thing about this Windowing system or to be able to creating the d3d device from within the graphics system without screwing up the windowing system, could you possibly help in ambiguating the window class to work with the DX graphics system? You seem to know more about that part than I do

It is also possible for us to static link DX10, MinGW does come with the DX10 and DX11 shared libraries, then no Windows SDK installation would be required, it just requires someone who knows what they are doing with the makefiles to set the system up for me
I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.
2872
General ENIGMA / Re: Where to put the commit feed?
« on: April 29, 2013, 10:35:01 am »
I just believe it is part of what is making people complain that our site looks trashy, because it does look trashy how it is right on the navbar, I mean give it a second bar below the navbar and switch it with the forum nav links, but for god sakes it looks hideous there.
2873
General ENIGMA / Re: Where to put the commit feed?
« on: April 28, 2013, 10:43:11 pm »
I am not suggesting removing it, only making it less obtrusive to the navigation bar, thus why I do not have the option to remove it completely or leave it where it is, so to discuss alternative ways of it being integrated into the site design.
2874
Issues Help Desk / Re: Android Compile Issues (Refferencing the SDK and NDK)
« on: April 28, 2013, 09:45:38 pm »
http://enigma-dev.org/docs/Wiki/Platforms
It was at one point and will be %100 in the future.
http://enigma-dev.org/docs/Wiki/Android
It was at one point and will be %100 in the future.
http://enigma-dev.org/docs/Wiki/Android
2875
General ENIGMA / Re: Where to put the commit feed?
« on: April 28, 2013, 07:36:14 pm »
Home | Register | Login
the options are on there twice... we could easily move them up to that spot, and have the feed not trashin up the navbar, not one other open source site does that, it could just as easily go in the footer, regular users dont care about that crap
the options are on there twice... we could easily move them up to that spot, and have the feed not trashin up the navbar, not one other open source site does that, it could just as easily go in the footer, regular users dont care about that crap
2876
General ENIGMA / Where to put the commit feed?
« on: April 28, 2013, 07:29:56 pm »
This is about where you would like to have the commit feed, the part that scrolls at the top of the site, relocated to. It can't be in the navbar because it looks horrible, please vote an option above, or else suggest your own.
2877
General ENIGMA / Re: Encapsulating EDL types and functions in their own namespace
« on: April 28, 2013, 04:30:16 pm »
Great to have you back forthevin!!!
2878
Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 28, 2013, 01:26:08 pm »
No Josh you are wrong, Game Maker allows bitwise operators with collision detection
http://wiki.yoyogames.com/index.php/Physics_Collision_Filtering
http://wiki.yoyogames.com/index.php/Physics_Collision_Filtering
2879
Graphics and Video / Free and Open Source GPL Icos and Emoticons
« on: April 27, 2013, 09:45:40 pm »
In the debate of whether or not to use two licensed emoticon packs for the board, me and Josh decided to vectorize them together into a single pack, I have released them under GPL, you can find them on the Wiki.
http://enigma-dev.org/docs/Wiki/Calico_icons
These icons are provided free of charge, be sure to read the license agreement for them. This page is also compromised of the icon set for drag and drop actions and for the IDE buttons.
http://enigma-dev.org/docs/Wiki/Calico_icons
These icons are provided free of charge, be sure to read the license agreement for them. This page is also compromised of the icon set for drag and drop actions and for the IDE buttons.
2880
Issues Help Desk / Re: Mark the Penguin [Weird Glitch]
« on: April 27, 2013, 07:31:04 pm »
Yes that should work in ENIGMA this|that|theother | and & are bitwise operators, they basically equate to for instance, this and that but not this or this this and that.
Heres a table...
& AND Bitwise AND
| OR Bitwise Inclusive OR
^ XOR Bitwise Exclusive OR
~ NOT Unary complement (bit inversion)
<< SHL Shift Left
>> SHR Shift Right
Heres a table...
& AND Bitwise AND
| OR Bitwise Inclusive OR
^ XOR Bitwise Exclusive OR
~ NOT Unary complement (bit inversion)
<< SHL Shift Left
>> SHR Shift Right
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