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1471
Proposals / Re: Arrays
« on: September 13, 2012, 04:01:06 pm »
So would there be a possibility to return only N'th result? From your previous example I see that this would probably work:
Code: [Select]
[x] = get_some_coordinates();
As that would just return the first variable to x, but if I wanted the second one?
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Proposals / Re: Sprite sheets
« on: September 13, 2012, 03:58:38 pm »
Texture page numbers. That is if we want to offer an arbitrary number. Like 9 pages. Of course having a textbox were you can just write any number you want would be better.
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Proposals / Re: Static Sprites
« on: September 13, 2012, 03:53:53 pm »
These would sadly still use something like draw_sprite_ext, as you can't have a gl list or something with animated stuff. I also wanted to change the current system to use gl lists or vertex arrays or something like that, but I couldn't figure out if there should be some "pages" or something. Because there would be no automatic culling and if you have a bazilion tiles in a compiled gl list they will all be rendered at the same time even if you can see 1% of the them on the screen at that time. I though there was GL automatic culling (so it renders only what is in view), but I guess you have to do all of that manually. Right now tiles are checked to see if they are in view.
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Proposals / Re: Arrays
« on: September 13, 2012, 03:48:48 pm »
This is also cool, but what if I only want to set one of the variables? Like have:
Code: [Select]
[0, y] = get_some_coordinates();
That wouldn't work would it?
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Proposals / Re: Sprite sheets
« on: September 13, 2012, 03:42:41 pm »
This is something I also was talking about like 2 years ago. GM now has the possibility for the dev to set the texture page. I belive you can leave it default (automatic in which it just packs everything in as small number of textures possible) or if the user know which sprites/backgrounds are used in which order then they can choose a sheet. I think its also possible to choose the texture size (so you can pack everything in 512x512 in a low end machine or in 4096x4096 for a more higher end machine. So my opinion doesn't match any single answer. My idea is:
Don't have a sprite sheet resource (though cool idea worth pursuing) and just have a dropdown list or a textbox in sprite/background settings where you set, if any, the texture sheet to use. Then have a few functions to load/unload them manually or automatically when one of the images on the texture is used.
Don't have a sprite sheet resource (though cool idea worth pursuing) and just have a dropdown list or a textbox in sprite/background settings where you set, if any, the texture sheet to use. Then have a few functions to load/unload them manually or automatically when one of the images on the texture is used.
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Proposals / Re: Reintroduction of build mode
« on: September 13, 2012, 03:37:33 pm »
More than a year. But I for one know where the mistake lies, so I fix it the first time I install a fresh ENIGMA. I also use widgets a lot. Though there should be a get_color and the layout thing working.
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Proposals / Re: Named loops vs numbered breaks
« on: September 12, 2012, 11:32:43 am »Quote
Regarding warnings to "break 1".Is that the warning Josh was talking about? And why would this even need a warning? Was is invalid about that statement?
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Proposals / Re: Named loops vs numbered breaks
« on: September 11, 2012, 08:36:03 am »
What warnings? For debug?
And I also have some problems with understanding labeled breaks. I checked some JS examples and it seemed that break 2; in Josh's example would stop both loops, but break label; in that example would break the inner loop and go to the outer loop. Although maybe the example I saw was just bs.
And I also have some problems with understanding labeled breaks. I checked some JS examples and it seemed that break 2; in Josh's example would stop both loops, but break label; in that example would break the inner loop and go to the outer loop. Although maybe the example I saw was just bs.
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Issues Help Desk / Re: 3d models not working
« on: August 02, 2012, 11:19:37 am »
Well its usually just:
Quote
Exception in thread "Thread-6" java.lang.NullPointerExceptionAt the beggining. But if I try do anything now, like File->New, then I get this. I can replicate it 100% of the time and I had it for years. Its not that big of a problem, but sometimes it launches for a longer time than others, and if I rush and try to open a project then I have to restart everything.
at org.enigma.EnigmaRunner$3.run(EnigmaRunner.java:173)
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Issues Help Desk / Re: 3d models not working
« on: August 02, 2012, 10:31:29 am »
Well, you can replicate it anyway. Ism, I had a basic problem with LGM for ages and never reported it, so why the hell I would not put it here. If you load a game (like drag a gmk on the LGM window) before LGM finished loading (the console doesn't show Done), then there will be an exception and you will have to reload LGM. I do think its a ENIGMA plugin error though, but maybe you knew how to fix it.
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Issues Help Desk / Re: 3d models not working
« on: July 31, 2012, 04:53:52 pm »
The weird effect was cool though. I guess what I got was a rotating rectangular culling window so it cut off the shapes. If it was merely a depth problem, then I will take notice.. I hope.
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Issues Help Desk / Re: 3d models not working
« on: July 31, 2012, 04:32:42 pm »
Fair enough. Though the problem was also connected with having d3d_start and a lot of other d3d_ functions for every shape, so it was executed 4 times. As the shapes had lower depth they were executed first. Putting everything in correct place it worked. Also, I am happy that I can render a 300k point cloud with 0 performance hit. Good job with using gl lists.
edit: Though d3d_model_vertex_color don't seem to work properly. I can set one color (like c_lime), but if I set different colors for different vertices, then it doesn't draw anything...
edit2: Found the problem. Is with the __GETR, __GETG, __GETB functions inside GSd3d.cpp. You need to divide the values with 255 because GL color is from 0 to 1, not from 0 to 255. So the correct code should be:
edit: Though d3d_model_vertex_color don't seem to work properly. I can set one color (like c_lime), but if I set different colors for different vertices, then it doesn't draw anything...
edit2: Found the problem. Is with the __GETR, __GETG, __GETB functions inside GSd3d.cpp. You need to divide the values with 255 because GL color is from 0 to 1, not from 0 to 255. So the correct code should be:
Code: [Select]
#define __GETR(x) ((x & 0x0000FF))/255.0
#define __GETG(x) ((x & 0x00FF00)>>8)/255.0
#define __GETB(x) ((x & 0xFF0000)>>16)/255.0
Commit a fix if you want.
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Issues Help Desk / Re: 3d models not working
« on: July 31, 2012, 01:43:33 pm »
Its not messed. Just right click -> save as. Or open it and File -> Save Page. Its just that browser opens it as a text file. Could you provide a simple FPS camera example? Like flying over a ground plane with some rectangles in the air?
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Issues Help Desk / 3d models not working
« on: July 31, 2012, 10:22:46 am »
poly, I think you made 3d model functions. Are they actually working? Is 3d working at all? Because I get some very weird problems with it. For example, this works fine in GM, but not in ENIGMA. I know culling doesn't work, but even if I remove it is still buggy. You should be able to see 4 shapes and move around with arrow keys. I see part of these shapes and when I move around they distort. What could be the problem? I want to render a point cloud, but if I can't get basic shapes going I don't see how I could do that.
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Proposals / Re: can Enigma help me make a game like this?
« on: July 30, 2012, 05:02:27 am »
Yes. 3d capabilities are not that great in ENIGMA, but great enough for games like that. As it is pure C++ under the hood, then theoretically you could add shaders and stuff like that, but right now its mostly basic 3d.
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