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Messages - Goombert

976
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 06:21:07 pm »
No that quick optimization only applies to very large 3D models, Project Mario only got a slight boost because it really only has two high polygonal models, Mario and Yoshi. The rest is me redesigning threads and fixing bugs.

Also you should relax about the other stuff, I generally don't complain about anything anymore, ENIGMA being laid back is a very nice feature of this community that I've come to respect, second we should still remain professional on the outside, there is a time and place for everything, and I think the balance is kept well.

977
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 03:46:11 pm »
I normally hate to bump topics but this is really important. I have now found an optimization for OpenGL1 static models that we were originally utilizing. Originally with fixed-function immediate mode and call lists there was drastic memory usage and crashing for some of us, I then sped models up by implementing vertex arrays, and now by compiling those with a gl call list I can buffer all of that to the GPU and remain compliant with GL1.1 which everyone's hardware supports including polygonz.

The framerate went from 13fps to 201 fps. The ram usage went from 100-113MB's down to 49MB's and then to 44MB's with the addition of clearing the data only for static models once they are buffered.
Note: Do not compare this to the earlier results of other systems, it was tested on a better graphics card, this system now outperforms GL3 and D3D9 on my computer.


Project Mario has also gone from 237/239fps for me to 261fps. These performances boosts should be for most games, but especially for those with very large models that have plenty of polygons.

This is the pull request where I am working on the improvements.
https://github.com/enigma-dev/enigma-dev/pull/788

Evidence of Display List and GL1.0 compliance.
http://wiki.processing.org/w/Display_List

978
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 08, 2014, 05:52:19 pm »
No I can guarantee you that Studio probably rotates around the sprite center, whatever the defined behavior of image_angle is.

979
Programming Help / Re: image_angle & view_angle : problem !
« on: August 05, 2014, 09:55:20 pm »
Quote
Robert, I didn't code D3D9, so I don't really know how to fix it there. The code is slightly different there.
Harri, I am displeased to hear this, that is a very very poor excuse. The code is not that hard to follow, all of the Direct3D docs are online just like GL, and the functions themselves by virtue of verbosity are self-explanatory. You know much more about matrices than I do, I've never even taken a matrix math course yet, in my life, and I managed to write the transformation code for D3D. Please make an earnest attempt to do so, I believe in you.

980
General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 05, 2014, 09:45:21 pm »
Quote
Of course, there's always the probability that Robert's managed to catch a virus that hooks his zip program and installs itself.
Actually, I am not the one that uploaded the last Portable, so if it has a virus it is not me.

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I think at this point Robert has the packaging process down to a science, but uploads are still a pain for him because he's on FiOS or something nasty.
Yup, this is also why we don't have a 64 bit release, I would do it if I could.

Quote
What we really need is a script that does the packaging for him.
All it has to do is update enigma.jar, lateralgm.jar, and pull any libraries that we add or want to remove, and it should update the fork of enigma-dev. The following would also be beneficial.

* If people would install git-bash on their own and have it removed from the ZIP
* If people could install mingw on their and have it removed from the ZIP, which is impossible because they fuck so many things up.


981
Proposals / Re: Flipping, scaling and rotating instances
« on: August 04, 2014, 04:39:31 pm »
What would help in this situation is for someone to post the contents of output_log.txt and we would know the exception that occurred.

982
Programming Help / Re: image_angle & view_angle : problem !
« on: August 04, 2014, 04:31:24 pm »
Please fix it for Direct3D9 as well.

983
Proposals / Re: Threading
« on: August 02, 2014, 08:08:23 pm »
Alright that all sounds good to me, so I should just not worry about the additional thread functions right now?

984
Proposals / Threading
« on: August 02, 2014, 07:21:57 pm »
This is just a quick opinion topic I want to get you guys thoughts on some things.

First, script_thread should not automatically execute, like any other programming language we should be able to create the thread and then execute when want, so I propose the addition of the following function.
thread_start(threadid);

I would also like to propose syntax handling to allow inline threads like Java.
Code: (EDL) [Select]
thread_create() {
  show_message("Thread Running");
}.start();

// also the following
var thread = thread_create() {
  show_message("Thread Running");
}
thread_start(thread);

985
Programming Help / Re: Where do I find ENIGMA's API?
« on: August 02, 2014, 06:24:01 pm »
Yes it would be easier to utilize the CLI, because you literally just pass the file path to it and it will build it. However there does need to be a way to shut it down, a stop button for instance, and do other things.

The state of RadialGM is just the GUI, there is no functionality, that is what needs done, it needs resources added, file handling and hooking up the editors to the resources. Now the reason this has been so slow is we've constantly been debating how to make it extremely modular and abstract. I may disregard all of this and begin programming it to be at least functional and then we can focus on improving small aspects of it as we go, like we've done with the rest of our projects.

986
Off-Topic / Re: No rush
« on: August 02, 2014, 06:20:38 pm »
I think you guys should all take a vacation, to Jamaica.

987
Programming Help / Re: image_angle & view_angle : problem !
« on: August 02, 2014, 05:01:50 pm »

988
Quote
Yea I'm waiting for good ideas to find a good name for the project. I think "Spacecraft" make a too-strong link to Minecraft, and it's really not the gameplay I want, you know. But I appreciate your help for this
I'm usually pretty horrible with names, lol.

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What do you mean by "ETA" ? If it's a kind of private alpha testing, I don't know if I will do it.
Estimated time of arrival, when do you expect to release an alpha?

Quote
Your reaction is a bit enthusiastic, is my project looks so interesting?
You just come off as an interesting person, that's all.

989
Hey Breakdown, allow me to reiterate that you make really nice posts, people should take this as an example of how a post should be formatted. Not many people take the time to write coherently and place links and images nicely in a post.

Since you can't think of a name let me just throw one at you, SpaceCraft. Not sure how you feel about that but anyway, you got an ETA on the alpha version? I'd love to test it out for you!

990
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 02, 2014, 03:33:58 pm »
Egofree, another thing I think would be cool that Studio does partially is add the handles to the corner of the selection box, but expand upon that by allowing you to draw those handles for scaling and rotation.