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16
Tips, Tutorials, Examples / Re: Sprite Patch Scripts
« on: May 02, 2016, 03:22:29 pm »
In ENIGMA you can use a function for that directly - called draw_sprite_padded.
draw_sprite_padded(int spr, int subimg, gs_scalar left, gs_scalar top, gs_scalar right, gs_scalar bottom, gs_scalar x1, gs_scalar y1, gs_scalar x2, gs_scalar y2, int color, gs_scalar alpha)
It should be relatively efficient and batch well. And it is used in BGUI extension, so I agree it is often used in GUI's.
draw_sprite_padded(int spr, int subimg, gs_scalar left, gs_scalar top, gs_scalar right, gs_scalar bottom, gs_scalar x1, gs_scalar y1, gs_scalar x2, gs_scalar y2, int color, gs_scalar alpha)
It should be relatively efficient and batch well. And it is used in BGUI extension, so I agree it is often used in GUI's.
17
Announcements / Re: LateralGM 1.8.7
« on: April 18, 2016, 02:09:50 pm »Quote
Josh has lots of money he could easily waste or give to me perhaps.I can also make a "bounty", but we need a cause.
18
Issues Help Desk / Re: [Solved] Crashes while compiling
« on: April 06, 2016, 05:57:52 am »
You didn't attach anything.
What exactly crashes? I suspect LGM? There is nothing for ENIGMA to crash.
What exactly crashes? I suspect LGM? There is nothing for ENIGMA to crash.
19
Issues Help Desk / Re: Compiling to other systems?
« on: March 30, 2016, 01:44:06 pm »
Yeah, we sadly don't test these kinds of things often. One person tries it in 3 years, writes it down if it worked and how he did it and then we don't test anything for a while. I personally have never tried cross-compiling and for me it is easier to use a virtual machine or just install another OS. I do remember that I couldn't launch the game in the virtual machine though, as the virtual GPU driver didn't support proper GL. But I could compile it.
20
General ENIGMA / Re: Pure ENIGMA
« on: March 28, 2016, 08:25:22 am »Quote
I have been looking at the frontend and imagining what it could be.I do get that. I loved the way GM handled things and it is how I started programming in the first place. I have said it here before - I like that GM can literally do anything and in fact with little code. You can make a 2D tower defense game in 2k lines, just like you can make a drawing program in 2k lines, ray tracer in 2k lines, file explorer or a 3D FPS. The way GM is designed allowed this unbelievable amount of flexibility with very amount of programming effort. I haven't seen anything like this in my years of trying out game engines. Using Unity or Unreal4 would sound absurd if you wanted to make a file browser that ordered icons by hue, but GM (and in turn ENIGMA) can do it in few hundred lines. At the same time if you wanted you could create a 3D RTS game, the most basic of which would also take a few hundred lines. And I think one of the reasons for it is because we lack this higher-level logic that goes in the back of all those other engines. They do occlusion culling, scene management, physics, AI and much more inside the engine at the back - even if you don't need it. And this higher-level integration allows rapid 3D game creation because of the pipeline it has. GM and ENIGMA never had any real game creation pipeline. There is no GUI/HUD editor, 3D room editor, changing something at runtime (there was the Build mode in ENIGMA) and so on. I believe we could have it. And trough extensions we could create everything else necessary, like the scene manager.
I did mention that I wanted the Pure ENIGMA to use only C++ in code editor and ditch LGM if possible. But that is because of the limitations of LGM, not the IDE idea itself. I like the object system, event system and all the other great things Overmars came up with, but I just want to code in C++, not EDL, so I could efficiently use the features C++ provides. My idea is to create several tools, which initially will be separate, like HUD editor. Then later these tools will come together in an IDE, not too dissimilar to LGM.
I think we need an IDE using ENIGMA internally, otherwise we won't ever have a WYSIWYG editor. But the fact that both GM and ENIGMA is so powerful and easy without it just shows how genius is the basic idea behind it.
Quote
But now that I'm a full-time employee, working for a company that maintains projects dozens of times larger than ENIGMA, and am surrounded by people who all share the same fears that started forming in my mind when I was 20, I'm seeing the costs that came about every time I recoded the parser. Each new version did a dozen things better, and exhibited a half a dozen regressions. Did you know that the second time I recoded it, I forgot to add comments until I tested it out on a full-blown game?I also work with these kinds of design docs and usage diagrams but I often see how they do actually fail. You cannot plan ENIGMA from start to finish on a piece of paper and then start coding. Requirements will change, problems will come up which you would have never though of and sometimes even better idea will come to mind. Basic idea needs to be known and there are a lot of software practices we really need, like integration testing, version releases and support branches. We haven't released a new version of ENIGMA in over a year because I haven't personally had the time or strength to do it. And of course totally recoding something is also not often possible, which is why it must happen in parts. ENIGMA is quite modular, even if not perfectly so, and we can recode and cleanup large parts of it without doing it 100% from scratch.
Quote
I know you were able to get your tool to run really fast in ENIGMA, but ENIGMA is a game engine. Part of making ENIGMA really fast is handling things like sprite batching (which Robert implemented something like) and spacial partitioning for collisions (an idea that as a kid, I could never work out).ENIGMA is more than a game engine. It can be an engine for anything, which is the same thing I came to conclude about GM. And we of course shouldn't forget about game development as well, but most of these things overlap. In my tools I use the GUI system I created which renders using the graphics system, so I actually use sprite batching (and now texture atlas's) a lot. The whole graphical interface renders in 1 draw call because of it. All these things which we need for games are usable elsewhere, but we need the possibility to disable it all. Larger game engines have these things very connected inside it, so it is not easy to replace one collision system with another for example. If want to be very specific to games, then we probably need a scene manager that controls drawing, occlusion, batching and so on. I think most of these things could be made modular. But I guess the biggest problem here is that ENIGMA never had them. Saying that I use ENIGMA wrong because it is a game engine doesn't really apply if ENIGMA isn't really a game engine. It's more like a framework, a la SDL.
So how about using C++11 for most the things parser is doing? I think we can support with(){} (which is a macro right now) among other things just fine. The only issue is dot access. obj_controller. must access the first existing instance of obj_controller. in the room. This requires iteration, unless we keep a list (map maybe) of object->instance relations which are updated on every instance_destroy(). My idea is to make it less compatible with GM not because I want to, but I would need to. If there is a way to make it compatible with GM without making it ugly, I would do it.
21
General ENIGMA / Pure ENIGMA
« on: March 27, 2016, 07:44:01 am »Pure ENIGMA
This is a project I am slowly working. It is a version of ENIGMA engine that will be useful without LGM or the parser. Basically making ENIGMA as pure C++11 engine. But it will still use instances and events, which will be added trough code. At the beginning I will try using LGM as well, but I will either start creating my own IDE in ENIGMA, or later ditch it and just use a C++ code editor.My reasons for this change:
- LGM is not really maintained, and while Robert is back to fix some bugs, I don't know if there are any plans for the future.
- ENIGMA parser is not maintained and haven't been fixed or changed in years. Josh had a new one coming, but the idea died. EDL is as powerful as the parser, and sadly the parser is not powerful enough.
- ENIGMA engine itself is quite powerful and easy to use, but right now it is only usable trough LGM and the parser - both problems which I already described.
In the Pure ENIGMA branch the parser will only be used in a limited way. The new EDL will also be a stricter as a result (so the parser must do a lot less). The new language will be valid C++11 in almost every respect, so mandatory semicolons, all variables will have to be defined and so on. It will also support classes and structs, which are extremely important to make the existing code faster and easier to read. For example, ds_ functions are very verbose and pain in the ass to use and in most cases could instead be replaced by std::vector if desired.
From parser side only these things are currently planned to be used:
- Variables won't be local to instance by default (like in GM) and instead will always require "local type v;" to be defined locally. This will not allow the use of uninitialized variables, which is the current bane of ENIGMA and it can be hardly debugged. So if a variable is prefixed with "local" it will be added to the object class.
- Variable types will be mandatory. By default ENIGMA uses type "var" or "variant" whenever a variable is defined without a type, but here it will have to be specified. So "local var a = 0;" is the same as "a = 0;" right now and "var a = 0;" is the same as "var a = 0;" right now. This is required for better error detection as well as to allow greater amount of types, like classes. You will also be able to use C++ "auto".
- The ID's of instances (and any other types like sprites or backgrounds) will be separate classes. So (983019709).x won't work, but "auto inst = instance_create(10,10,obj_bullet); inst.x = 10;" will. They will still be part of a larger global structure, so it would be possible to iterate them or access them trough ID (like instance_get_by_id() or something similar). This is again required for error detection. Currently every function takes an integer ID, so you cannot at compile-time show an error if a user uses draw_sprite to draw a background resource. It is often the case that the error will not even appear at run-time. This greatly slows down development and allows large amount of errors.
The whole ENIGMA engine will also be rewritten (iteratively) to use C++11 whenever possible. Right now it is used in some places (new functions), but not in previously written systems or the parser. So we have large amounts of code that does something C++11 already does by itself (to_string functions). This should also make the code faster. For example we could make the whole math library constexpr. What it means is that the compiler will execute these functions and replace the code by result whenever the argument for these functions is known at compile time. Like "cos(0)" in step event will currently be recalculated all time, while with constexpr it will be replaced with (1) instead.
Another example would be in the parser. C++ doesn't allow switch(x) statements to have anything other than an integer as x. EDL allows strings as well. It allows that by rewriting that switch() in the parser. It hashes the argument, compares with hashes, the compares the string itself and them jumps. So this is EDL:
Code: (edl) [Select]
var x = "Hello";
switch (x){
case "Hell": b = 0; break;
case "Again": b = 1; break;
case "Hello": b = 2; break;
}
And this is generated C++:Code: (c++) [Select]
var x = "Hello";
const variant $s0value =((x));
switch(enigma::switch_hash($s0value))
{
case 2245469:
if($s0value =="Hell")goto $s0c0;
goto $s0nohash;
case 63193920:
if($s0value =="Again")goto $s0c1;
goto $s0nohash;
case 69609650:
if($s0value =="Hello")goto $s0c2;
goto $s0nohash;
default:
$s0nohash:
break;
$s0c0:
b = 0;
break;
$s0c1:
b = 1;
break;
$s0c2:
b = 2;
break;
}
}
}
;
I guess it does the second if() check because the hashes could have a collision. In C++11 this can be like so (if enigma::switch_hash was rewritten to be constexpr):Code: (edl) [Select]
var x = "Hello";
switch (enigma::switch_hash(x)){
case enigma::switch_hash("Hell"): b = 0; break;
case enigma::switch_hash("Again"): b = 1; break;
case enigma::switch_hash("Hello"): b = 2; break;
}
For collision checking additional if checks could be added. We could also use 64bit int's for hashes. The result will be just as fast code, but greatly reduced parser complexity (even though the switch() code is only about 200 lines).The cleaned up ENIGMA engine will have sized types everywhere. This is actually quite essential for a cross-platform game engine, but we slacked at this. We can use float and double as they are standard sizes, but we shouldn't use "int, unsigned int, short, long" and so on. And we use them a lot. Instead we should use "int32_t" or "uint32_t".
The ENIGMA engine also consists of A LOT of unmaintained systems. For Pure ENIGMA I will focus my efforts only on a limited number of systems which I can maintain and check. If others want to maintain something more, they are welcome. So in Pure ENIGMA there will be only GL3.3 graphics system (no D3D or GL1). D3D is only useful if we want to port ENIGMA to XBOX (which nobody plans to do) and GL1 is not useful for anything anymore - it is only supported by more than 15 years old PC's. Anything newer than that can run GL3 and any new smaller device (phones, RPi, Nvidia Jetson etc.) supports GLES, which is a lot closer to GL3. GLES is also something I plan to support or gladly allow someone else to make.
As you can see this idea is in no way compatible with GM. ENIGMA hasn't really been ideologically compatible in years and in reality it never was. So I this is meant to make ENIGMA a good game engine in its own right. I use ENIGMA in my everyday life and even commercial projects have been made in it. And trough these I have seen the potential of ENIGMA. It is the easiest, while being the fastest and smallest ENGINE out there. Recently I made a quite complex model editor for 3D printing in ENIGMA. The executable, including images and even a scripting engine, was only 3.8mb, while also running >1000 FPS on my home PC (up to 2.5k FPS). And the GUI is only about 6k-7k LOC. No programmers I have worked with has ever seen anything like that. I think we have struck raw diamond with ENIGMA, but we sadly nobody here wants to polish it to get a precious gem.
I will add new toughs to this topic as I move along. Discussion and ideas are welcome.
22
General ENIGMA / Re: ENIGMA: Studio
« on: March 27, 2016, 05:56:50 am »
They look like HTML5 logo though, which wouldn't be smart to copy. I do like the very last ones, E in a ball. Very simple, solid colors. Maybe there could be something extra added, but from all of these I like the best. I actually like the GM:S logo as it is now. But it doesn't have anything to do with GM, and instead is the logo of YYG. But I find it cool looking, while still showing the YYG letters.
23
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: March 26, 2016, 07:15:24 am »Quote
OpenGL Es 2.0This would be the main problem. We don't have GLES support yet, but technically it shouldn't be that hard to adapt the GL3.3 system to it. ARM itself is not an issue, as the ENIGMA engine itself is pure C++ with few real 3rd party dependencies, and so it should be possible to be compiled to ARM. I have actually ran LGM on Nvidia Jetson TK1, which is ARM, and was able to compile an empty game, as it supports GL3 for rendering. Sadly I'm the only one who works on ENIGMA engine right now and I don't have GLES as a priority now. Maybe another contributor can try.
I will check the changes you did.
24
Off-Topic / Re: The Atomic Game Engine goes open dource
« on: March 21, 2016, 05:49:48 am »
It is actually a branch of Urho3D. So it is not a totally new engine.
25
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: March 13, 2016, 10:51:27 am »
I haven't managed to get your error trough the code you gave, as we lack info about obj_menu_init, obj_button and so on. I don't think the bug is in the code you gave and it might be elsewhere. So either give a simple example or try debugging.
To debug:
Compile in debug mode. Then run command line "cmd", go to the directory you have your exe ("cd c:/path/to/my/dir") and run trough debugger ("gdb my_game.exe"). Then type "run". After it crashes type "bt" to get the backtrace. Then post it here, it will show where the error happened.
To debug:
Compile in debug mode. Then run command line "cmd", go to the directory you have your exe ("cd c:/path/to/my/dir") and run trough debugger ("gdb my_game.exe"). Then type "run". After it crashes type "bt" to get the backtrace. Then post it here, it will show where the error happened.
Quote
I even change the code of the STEP event of my obj_system object into :This doesn't crash either, even though it is not valid. "other" in step event outside of a "with(){}" statement doesn't make sense. So while it doesn't crash, I don't know what would actually execute there.
Quote
try removing the spaces before function parentheses. May or may not be of any use to you.I don't see how it could matter. Maybe a parser bug could have a problem with that, but I doubt it's the issue here.
26
Issues Help Desk / Re: Where to start?
« on: March 01, 2016, 08:23:31 am »
1) Sadly, I don't know. "Stable" is sadly a stretch because of LGM which is unstable. But ENIGMA itself should run on Linux, it's just that I only try it on Windows.
2) Out-of-the-box, probably no. GM compatibility is not a goal anymore, so we don't strive for it. But the required changes are usually quite small. ENIGMA is planned to be less and less compatible with GM in future, so if good compatibility is essential to you, then you might reconsider using ENIGMA.
3) No. It is not really developed as far as I know.
4) Yes. Here and here are examples on how this can be done.
5) Not much. EDL (the scripting language in ENIGMA) is quite similar to GML, so that should be okay. IDE is also quite similar. You can switch platforms or specific systems in the ENIGMA settings window. I suggest choosing GL3.3 for graphical rendering and save projects in egm.
2) Out-of-the-box, probably no. GM compatibility is not a goal anymore, so we don't strive for it. But the required changes are usually quite small. ENIGMA is planned to be less and less compatible with GM in future, so if good compatibility is essential to you, then you might reconsider using ENIGMA.
3) No. It is not really developed as far as I know.
4) Yes. Here and here are examples on how this can be done.
5) Not much. EDL (the scripting language in ENIGMA) is quite similar to GML, so that should be okay. IDE is also quite similar. You can switch platforms or specific systems in the ENIGMA settings window. I suggest choosing GL3.3 for graphical rendering and save projects in egm.
27
Issues Help Desk / Re: Error ? The game works fine. But What is that ?
« on: February 25, 2016, 01:39:28 am »
When does this happen? Can you build in Debug Mode and run it? If so then maybe send it to me so I can check where the error happens? You can also try doing it yourself:
1) Open console (cmd) by going Run -> Cmd.
2) Go to the folder of your game exe. (cd Folder/of/my/game)
3) Then run the debugger - (gdb game.exe)
4) Run the game (run)
5) And when it crashes get the backtrace (bt). This will shows where the error happened if possible.
1) Open console (cmd) by going Run -> Cmd.
2) Go to the folder of your game exe. (cd Folder/of/my/game)
3) Then run the debugger - (gdb game.exe)
4) Run the game (run)
5) And when it crashes get the backtrace (bt). This will shows where the error happened if possible.
28
Issues Help Desk / Re: Can't find EnigmaJs download
« on: February 21, 2016, 06:35:34 am »
It was an experimental export that had only the basics working. Nobody worked on it and so it is not supported. As TKG said - Windows, Mac and Linux.
29
Programming Help / Re: Help! Make a Game Maker project compatible with Enigma.
« on: February 17, 2016, 02:58:32 pm »
LGM (the IDE for ENIGMA) can load GMK, GMX and some older formats too. For 8.1 I think it's best to use GMK. ENIGMA probably won't run your projects out-of-the-box, as GM and ENIGMA is not 100% compatible. But converting is usually trivial.
ENIGMA runs on Windows (100% sure as I use it), Linux and Mac (I'm 80% sure). No other platforms, sorry. You can try posting a game here and I will see if I can help running it.
ENIGMA runs on Windows (100% sure as I use it), Linux and Mac (I'm 80% sure). No other platforms, sorry. You can try posting a game here and I will see if I can help running it.
30
Issues Help Desk / Re: Extension .egm does not match EGM?
« on: February 11, 2016, 07:28:45 am »
It is always an open issue. I use EGM exclusively for about a year now as it is the only format in LGM which saves ENIGMA properties (chosen systems, enabled extensions etc.) and so I don't need to re-enable stuff all the time. The rooms broke at one point because of the room data change, but it didn't really influence me as I usually only have one instance per room.
What I currently need more than non-binary room data is extracted format so I can properly version control it in GIT. Basically EGX format. I don't think it would be that hard to do in LGM as it is the same format as EGM but without zip compression. I really badly need this.
What I currently need more than non-binary room data is extracted format so I can properly version control it in GIT. Basically EGX format. I don't think it would be that hard to do in LGM as it is the same format as EGM but without zip compression. I really badly need this.
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