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496
Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 02:10:17 pm »
I cannot guarantee it will be better or faster, but I think it would be. Depends on what is the alternative, which you haven't really mentioned. Or even the resource consumption of current widget engines.
497
Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 12:48:14 pm »
An empty GM project is 15mb of ram right now. With all the bells and whistles of a widget, it probably be around 30mb. Taking into account I have seen rarely more than 3 widgets at the same time, then that is 90mb. Which is not that bad. The "engine" what you call shouldn't be more than a few megs in program anyway. Gathering data isn't that ram consuming. On the other hand the rendering and all that can be. From what I found widgets do use about that much ram or even more. They usually also use more CPU (like 2% to 9%) - this is from a topic I just read about Win7 gadgets.
And you said you would want to use JS and python to render them. I don't know what you can use to render JS as a widget though, I'd say Adobe AIR, which uses about 200mb of ram when launched. So I doubt you would get much less ram usage, than regular ENIGMA.
And you said you would want to use JS and python to render them. I don't know what you can use to render JS as a widget though, I'd say Adobe AIR, which uses about 200mb of ram when launched. So I doubt you would get much less ram usage, than regular ENIGMA.
498
Programming Help / Re: image_angle & view_angle : problem !
« on: August 05, 2014, 12:05:14 pm »
For now I decided not to try that and merge it into one code. Too much math involved (though simple, but error prone) and I will try to solve that later using matlab or something. Now I just did a "angle == 0" check, as in 99% of cases the view is not rotated.
Robert, I didn't code D3D9, so I don't really know how to fix it there. The code is slightly different there.
Josh, matrix code is universal, but for now we don't divide it like that. Especially D3D9 uses its own matrices and its own math.
Robert, I didn't code D3D9, so I don't really know how to fix it there. The code is slightly different there.
Josh, matrix code is universal, but for now we don't divide it like that. Especially D3D9 uses its own matrices and its own math.
499
Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 11:39:49 am »
It doesn't need to be a "game" with "minigames". I would just make everything in ENIGMA, that's all. Probably one project per widget. I have done many things in GM and ENIGMA, and making a complete game is not one of them. I use them for many totally different things. Like making a file browser that is actually faster than Windows one. I remember the "SubOS" (more precisely a "shell") craze in GMC many years back (it's basically making the graphical part of an OS inside GM and then running over your original OS), which really pushed the limits on what people though GM can do in terms of windows, widgets, file manipulation and so on. Many of those "SubOS's" really had widgets and things.
500
Off-Topic / Re: Can enigma be a widget engine?
« on: August 05, 2014, 10:19:50 am »
There is no problem sleeping in ENIGMA as well. You could set automatic redraw to false, then pause the whole game for as long as possible, while creating a threaded script which checks for click in the window about five times a frame. Then CPU cost should be 0%. So I personally don't see a reason why it wouldn't be possible.
But Ed seems to care only about the "engine", or the one sending information to the widgets. Finding an effective way for that is more problematic, as sending data to a JS widget (which is rendered where exactly?) might be more involved.
But Ed seems to care only about the "engine", or the one sending information to the widgets. Finding an effective way for that is more problematic, as sending data to a JS widget (which is rendered where exactly?) might be more involved.
501
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 05, 2014, 04:46:41 am »
That's cool. Just wandering - what are the rendering capabilities of the Java thing (swing?) that we are using? Like I know you couldn't do something because of that, like render a dashed line or something.
So will it be capable enough to render the transformation controls (so you can click a corner and drag to scale, or rotate)?
So will it be capable enough to render the transformation controls (so you can click a corner and drag to scale, or rotate)?
502
Proposals / Re: Flipping, scaling and rotating instances
« on: August 05, 2014, 03:07:22 am »
LGM doesn't trow any exception and so the log doesn't show any. It just doesn't save the creation code correctly. At one point the button "Instance creation code" just stopped working and didn't open the code window anymore. But still not exceptions.
503
Off-Topic / Re: Can enigma be a widget engine?
« on: August 04, 2014, 01:14:36 pm »Quote
So if we had the code in c++ adding the extension to read the hardware data would be easy?Most of the stuff in C++ is easy, as it has great libraries and tons of API's. I just googled "get cpu temperature C++" and got some pretty good results for both Windows and Linux (ubuntu). But I did notice that there is a lot of incompatibility between versions of linux and variations of hardware. So it could end up not be so easy if we want to support all of that.
504
Off-Topic / Re: Would someone please?
« on: August 04, 2014, 12:43:41 pm »
Using a rusty broken chainsaw I suppose?
505
Off-Topic / Re: Can enigma be a widget engine?
« on: August 04, 2014, 12:39:27 pm »
Everything is possible with ENIGMA. It's open source. You could use it to control mars rovers if you wanted to (I actually use ENIGMA for robot planning and control). Current net_ functions should have the possibility to load html pages (though someone tried it some while back and had some problems with it), and then you could parse the html to get information. You can launch applications with execute_shell - I have used it to launch security camera feeds. It should also be quite easy to access PC information, like CPU temp. and RAM usage. We should actually make an extension like that.
Linux has ini (trough extension) and execute_shell functions as well.
edit: I think he meant something else. I don't understand why he actually mentioned INI's, as they are config files and are not that useful for information acquiring. To make it launch in boot time you would have to add it to Startup (on windows) and something equivalent on linux. It's not really that connected to the app itself, although ENIGMA has registry functions which should allow you to set this behavior inside the program.
Linux has ini (trough extension) and execute_shell functions as well.
edit: I think he meant something else. I don't understand why he actually mentioned INI's, as they are config files and are not that useful for information acquiring. To make it launch in boot time you would have to add it to Startup (on windows) and something equivalent on linux. It's not really that connected to the app itself, although ENIGMA has registry functions which should allow you to set this behavior inside the program.
506
Proposals / Re: Flipping, scaling and rotating instances
« on: August 04, 2014, 12:35:06 pm »Quote
I did some tests. In the creation code of an instance, i tried the following properties, with different values :Works for me. There is some bug that sometimes the creation code is not written out properly though. Like I add "image_angle = 90;" an it works fine, but when I add a second line "image_xscale = 2.0;", then only the first line is getting written to IDE_EDIT. Then I add some more lines and it writes them all out fine. Maybe something just didn't save correctly for me. The same if I delete the contents of the creation code, close the window and open it again - it is still there. So I have a feeling LGM has some kind of bug.
Quote
image_angle (already reported by BreakDown)image_angle is fine. view_angle was broken.
507
Programming Help / Re: image_angle & view_angle : problem !
« on: August 03, 2014, 04:22:42 pm »
I didn't test view_angle, so I just implemented it wrong. This is the correct code (test and works like GM8):
I will later probably fix the code not to have three matrix functions and instead make a special one, so it would be faster.
Code: (edl) [Select]
void d3d_set_projection_ortho(gs_scalar x, gs_scalar y, gs_scalar width, gs_scalar height, gs_scalar angle)
{
x = round(x) + 0.01f; y = round(y) + 0.01f;
oglmgr->Transformation();
enigma::projection_matrix.InitTranslationTransform(-x-width/2.0, -y-height/2.0, 0);
enigma::projection_matrix.rotateZ(-angle);
enigma::projection_matrix.translate(x+width/2.0, y+height/2.0, 0);
enigma::Matrix4 ortho;
ortho.InitOrthoProjTransform(x,x + width,y + height,y,32000,-32000);
enigma::projection_matrix = ortho * enigma::projection_matrix;
enigma::view_matrix.InitIdentity();
enigma::transform_needs_update = true;
//enigma::d3d_light_update_positions();
}
So I need to offset (because in GM the rotation is around the center of the view), rotate, and the offset it back. Then multiply in reverse order to not skew.I will later probably fix the code not to have three matrix functions and instead make a special one, so it would be faster.
508
Proposals / Re: Flipping, scaling and rotating instances
« on: August 03, 2014, 04:06:31 pm »Quote
I was thinking more from a programming point of view. I prefer that the user doesn't have to deal with this pre-creation code directly. I think it would be better that he modifies the fields values in the instance properties.Ou that, that will work like in GM, where you just click and drag. There are many possibilities on how to present it to the user or even what options to add, but that is not the point of this topic.
509
Proposals / Re: Flipping, scaling and rotating instances
« on: August 03, 2014, 08:06:29 am »Quote
I am not sure to understand : are we talking about adding a 'pre-creation code' ? But how it would be accessed in LateralGm ? Would it be a new property of the instance, like the creation code ?It probably would be accessible just like the creation code. Just opening the instance settings in the room editor. But exposing it is not actually required, it would just be a positive thing as it allows more possibilities for the users. The whole point of the "pre-creation code" would be that LGM automatically generates it from the instance transformation settings in the room editor.
510
Programming Help / Re: Where do I find ENIGMA's API?
« on: August 03, 2014, 07:54:49 am »Quote
I meant it would be easier for an IDE to connect to the CLI and let it manage ENIGMA. You launch the CLI and don't have a way to stop it? The IDE needs to be connected to it as long as it's running but it would be easie to send it a close signal when you close the ide.The way CLI works is that you just give it EGM file. So your IDE would just write an EGM file (either the main project file, or if it is not saved, then save in a temp folder) and just run CLI with that filename as parameter. It does the rest. So you are not actually talking with the CLI at all, and don't need to interface with things like the .dll manually. This makes creating an IDE a lot easier.
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