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Topics - Goombert

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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.

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.


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 :P I can manage just fine writing the DX port after that, I just need the graphics device and windowing worked out.

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.

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.

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.

General ENIGMA / IsmAvatar Networking
« on: April 23, 2013, 01:09:11 pm »
Ism, as far as those networking functions you've finished, why is it they haven't been added yet?
Zach has done some documenting on Studio's network format, and he'd be willing to merge the network functions you've created. We just need some info from you :P

General ENIGMA / Abstract Object Types
« on: April 19, 2013, 05:06:48 am »
After an argument the other day with Josh that ENIGMA should be able to support both the 2D and 3D physics systems being used simultaneously and him discouraging any sort of abstraction to the built in objects, this time he has lost the argument.

As you can see there Josh, "Uses Physics", therefore we better get started.  :(

Tips, Tutorials, Examples / Over 60 new Tutorials and Examples!!!
« on: April 15, 2013, 03:25:44 am »

This is a tutorial pack of over 60 tutorials including PDF documentation explaining 3D concepts, originally from the GMC about %60 worked directly out of the box, and the rest are working with a few slight changes. It even has 3D Pacman and Pong!!!

Read the original topic for more information and the download link...


Tips, Tutorials, Examples / Step by Step - 3D Tutorials
« on: April 15, 2013, 12:30:36 am »
This is a tutorial pack of over 60 tutorials including PDF documentation explaining 3D concepts, originally from the GMC about %60 worked directly out of the box, and the rest are working with a few slight changes.

The original topic:

1. Getting started with 3D - Category: Basics
Paragraphs: Going to 3D mode, Initializing 3D mode, Creating a 3D block, Using a virtual camera, Running the 3D program.
2. Z values - Category: Basics
Paragraphs: Relative drawing of objects, Pointing a camera at an object, Exporting and importing scripts, Declaring the z value, Adding motion to the Z value.
3. Specific use of sine - Category: Basics
Paragraphs: Moving the camera in a direction, Using sine to yaw, Using sine to pitch, Moving the camera up and down, Running the program.
4. Z detection - Category: Motion
Paragraphs: Detecting z values, About collision detection.
5. Platforms - Category: Motion
Paragraphs: About platform games, Using gravity, Designing simple levels, Using a third person view, Animating by deformation, Making the character walk, jump, land and fall.
6. Elevators - Category: Motion
Paragraphs: About elevator types, Moving an elevator, Lifting a character, Taking character height into account, Looking around.
7. Stairs & ramps - Category: Motion
Paragraphs: Setting up the objects, Setting up the scripts, Bumping against blocks, Walking on ramps, Switching between ramps and stairs.
8. Jump & crouch - Category: Motion
Paragraphs: Jumping and crouching, Uncrouching.
9. Gravity - Category: Motion
Paragraphs: Using gravity, Setting up values, More scripts, Using gravity interactively, Some more scripts.
10. Collisions - Category: Motion
Paragraphs: Using collisions in 2D, Using three collision methods in 3D, Creating games using collision detection.
11. Flat sprite models - Category: Sprites
Paragraphs: Using sprites to create models, Part A: drawing a sprite on the floor, Part B: making a sprite face the player, Part C: an animation that faces the player, Part D: using virtual rotation.
12. First person mouselook - Category: Views
Paragraphs: Understanding first, second and third person, Creating a world, Creating rocks, Creating a character, Creating a camera.
13. Directional lights - Category: Lights
Paragraphs: About light types, Part A: setting up lights, Part B: colored lights, Part C: multiple lights, Part D: combined lights, Part E: fog and shading.
14. Split screen - Category: Views
Paragraphs: Drawing multiple views, Drawing multiple players, Drawing a radar, Moving multiple players.
15. Backface culling - Category: Basics
Paragraphs: Setting culling to true or false, Using culling with different objects, Flipping the back face.
16. Rolling ball - Category: Motion
Paragraphs: Understanding transformation, Starting and ending transformation, Using rotation around two axes, Applying translation, Drawing and transformation, About the camera.
17. Polygons - Category: Models
Paragraphs: Understanding polygons, Defining different kinds of primitives, Adding vertices, Drawing textured primitives, Polygons and culling, Models.
18. Basic shape models - Category: Models
Paragraphs: Using basic shape codes, Creating basic shape models.
19. Overlays - Category: Views
Paragraphs: Understanding overlays, Drawing what the camera sees, Drawing the overlay, Drawing overlay sprites, Setting depth of camera, Setting depth of overlay.
20. Sniper zoom - Category: Views
Paragraphs: Adding animation to scope, Creating camera zoom, Adding border and crosshairs, Activating zoom.
21. Locations & dimensions - Category: Basics
Paragraphs: Understanding 3D locations, Understanding dimensions, Going from 2D to 3D, Moving around in 3D.
22. Bullet paths - Category: Motion
Paragraphs: Animating explosions, Activating zoom with mouse button, Drawing an explosion, Drawing patches of floor, Targeting crosshairs, Marking the path, Drawing a sky dome, Drawing facing walls, Setting up a bullet, Placing markers on a bullet path, Checking for hits, Understanding bullet paths.
23. Full pitch - Category: Views
Paragraphs: Creating full pitch, Limiting the pitch.
24. Point lights - Category: Lights
Paragraphs: About light types, Defining point lights, Creating point lights, Drawing lights, Enabling and disabling lights, Using lighting and shading.
25. Multiple floors - Category: Levels
Paragraphs: Using sprites to create levels, Drawing floors and ceilings, Drawing stairs, Using level generation tricks, Walking on stairs and floors.
26. Upward sliding doors - Category: Motion
Paragraphs: Finding the exit, Setting up a door object, Making the door move, Bumping into doors.
27. Third person view - Category: Views
Paragraphs: Understanding third person view, Drawing a third person camera, Drawing the character, Drawing the world, Moving the camera, Moving the character.
28. Shooting bullets - Category: Motion
Paragraphs: Shooting a bullet, Creating an impact, Adding virtual bullets, Enabling accurate hits.
29. Terrain model - Category: Levels
Paragraphs: Creating a model, Drawing a model.
30. Height arrays - Category: Levels
Paragraphs: Understanding height arrays, Generating terrain, Drawing terrain, Editing height arrays, Discovering countless uses.
31. Height checking - Category: Levels
Paragraphs: Getting ready to read heights, Reading terrain heights.

Size: 20.49mb's

This pack has everything from 3D Pacman to UFO's and car racing and PONG!!!  :)

Works in Progress / Project Mario
« on: April 09, 2013, 09:56:00 pm »

Project Mario started when I decided to make a few modifications to Slayer 64's (GMC Member) conversion of Project Kingspace. Before I knew it I was writing an entire Mario clone, it just happened like that. Project Mario is meant to be a 3D Platforming example for GM programmers, who might be interested in programming a game in the genre. I attempt in no way to make this a full game only a few levels and examples and some custom created graphics, as to not use copyrighted material. Feel free to use anything in the example, including textures, resources, audio, and code. You do not have to credit me but some of the GMC members and others who helped make this open source project would appreciate recognition for their work!

Size: 12.7 MB
Last Updated: 1/1/2018

Off-Topic / How to get a free website for your game...
« on: April 09, 2013, 09:46:07 pm »
I am going to explain to you how to get a free website with a regular domain, simply, quickly, and free with no advertisements.


First your going to want your host. My personal suggestions is Weebly as they are mainstream have a very easy yet powerful designer and have tons of free templates, they also don't display ads, just a little "This website was made with Weebly" at the bottom.

Register with them and make your site then publish it. When you publish it you will get a url in the form of

Now we want to get a free domain to forward to so your visitors dont always have to type that long name, many people suggest or but I suggest just .tk

Register with them, or log in with your google account, and fill out the form with your website subdomain url. After a few hours their server will refresh and you should be able to get people to visit your website with
Sometimes it is instant though  ;D

NOTE: because some free site hosts like weebly already use redirection you must include the FULL path to the page of redirection eg. for it is...
Code: [Select]
Free Forum

If you would also like to get a free forum with no ads, the best choice to go with is, ProphpBB. It has tons of built in themes and is easily customizeable and simple to set up.

Register with them and make your forum and youll get a link to your forum you can put on your site, and you can just use to make a forward domain for your forum.


And there you have it, your own free website, with great uptime, simple to make, easy to edit, and does most of everything you need it to! :) <- Is a good example of a site you can put up doing this.  (Y)

Announcements / NaturalGM Website
« on: April 09, 2013, 08:54:24 pm »
I created a quick website with Weebly that you can find useful links and stuff regarding NGM for the time being.

We also have an IRC channel for NaturalGM...

Function Peer Review /
« on: April 02, 2013, 04:47:23 am »
Just a heads up everyone that if you head on over to they have a ton of GML scripts over there you can use in your game with a very wide range of usability.

General ENIGMA / Hardware Diagnosis
« on: March 28, 2013, 03:32:17 am »
I am currently attempting to gather some statistics regarding our user's hardware compatibility with different graphic's libraries.

The glew test can allow me to gather what OpenGL version and extensions your graphics card supports. If you could please download that from this page. For Windows you can just download the binary version.

Now you want to go into bin/Release/x64 or Win32 and then double click glewinfo.exe and a text file containing your OpenGL support will be generated.

And if you are on Window's device's please also run a DirectX Diagnosis by simply opening the start menu and either searching for dxdiag or open run and entering "dxdiag.exe"

When you finish both of those test's please the result's and post the link in this topic with your hardware/operating system spec's. Please make sure you set the paste to not expire so that we can review all of your results in the future if we come back to this topic. This will help us best determine how to work out our graphic's system's and it would be greatly appreciated  :)

Here is the steam survery....

General ENIGMA / GLSL Shader and Tessellation Support
« on: March 23, 2013, 09:03:52 pm »

Just a head's up to everyone ENIGMA now supports GLSL shader's and hardware tessellation  (Y)

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