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2836
General ENIGMA / Re: LateralGM Theming
« on: May 08, 2013, 11:29:15 am »
Get them from my fork Deus, but be aware I am changing things quite rapidly, I already made the resource tree draggable and dockable like events
2837
Works in Progress / Re: Torture of the Afterflesh
« on: May 08, 2013, 03:53:26 am »
Sorry I don't think we added GMX to LGM yet, actually I know we didnt , but anyway we have a C++ based IDE in the works me and DaSpirit are the developers for it, but I am also making critical improvements to LateralGM if you read my other forum post.
2838
General ENIGMA / Re: IsmAvatar Networking
« on: May 07, 2013, 10:31:39 pm »
UDP, TCPIP, and Bluetooth has theirs, but yur fine I can easily manipulate yours into Studio's once I get at the plugin
For reference, here are Studio's network functions...
https://enigma-dev.org/docs/Wiki/Network_Functions
For reference, here are Studio's network functions...
https://enigma-dev.org/docs/Wiki/Network_Functions
2839
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 07, 2013, 10:30:05 pm »
You are incorrect Josh, it is
For reference...
https://enigma-dev.org/docs/Wiki/Physics_fixture_set_polygon_shape
And you are incorrect again, it is
For reference...
https://enigma-dev.org/docs/Wiki/d3d_model_draw
However I do like draw_model(); better, and yes I would be willing to go with that if thats what you want.
Code: [Select]
physics_fixture_set_polygon_shape();
For reference...
https://enigma-dev.org/docs/Wiki/Physics_fixture_set_polygon_shape
And you are incorrect again, it is
Code: [Select]
d3d_model_draw();
and it does venture out from the norm of the regular functionsFor reference...
https://enigma-dev.org/docs/Wiki/d3d_model_draw
However I do like draw_model(); better, and yes I would be willing to go with that if thats what you want.
2840
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 07, 2013, 09:53:49 pm »
Uhm no, if I wanted a polygon function, I would start typing polygon_ how the hell am I supposed to automatically make the connection to a draw command?
And it would be like...
newton_shape_create();
newton_shape_model();
newton_* I plan to prefix newt_*
Also...
b2d_shape_create();
b2d_shape_polygon();
Why?
because thats already the function name thanks to GM but my b2d_* system attempts to get rid of the Studio nonsense
Actually in the Studio extension its physics_fixture_shape_polygon(); but you can blame YYG for that Josh
polygon_create(); is perfect
And it would be like...
newton_shape_create();
newton_shape_model();
newton_* I plan to prefix newt_*
Also...
b2d_shape_create();
b2d_shape_polygon();
Why?
because thats already the function name thanks to GM but my b2d_* system attempts to get rid of the Studio nonsense
Actually in the Studio extension its physics_fixture_shape_polygon(); but you can blame YYG for that Josh
polygon_create(); is perfect
2841
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 07, 2013, 07:51:35 pm »
See Josh your argument is a double edged sword. Think about this, a simple person would automatically connect the function name to the model_* namespace, that is kind of a given, but you see d3d_* is not, and it would in fact require people to go searching, where as with model_draw(); it is so much easier to guess it just makes sense.
Like I also stated in the IRC, models don't have to have texture data, they can just be a vector representation of an object. And in fact physics engines like Newton, Bullet allow you to use models to represent a collision body. Now take box2D as well, an SVG vector graphic for instance could define a shape but it is intended for graphics, GM:S added a polygon editor, so yes we do need poly_* functions, but anyway a model used with newton for instance might just have nothing to do with graphics at all, and thus why I am against the ambiguation.
And Ism makes a very compelling argument, it is all just very verbose.
Like I also stated in the IRC, models don't have to have texture data, they can just be a vector representation of an object. And in fact physics engines like Newton, Bullet allow you to use models to represent a collision body. Now take box2D as well, an SVG vector graphic for instance could define a shape but it is intended for graphics, GM:S added a polygon editor, so yes we do need poly_* functions, but anyway a model used with newton for instance might just have nothing to do with graphics at all, and thus why I am against the ambiguation.
And Ism makes a very compelling argument, it is all just very verbose.
2842
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 07, 2013, 11:25:13 am »
No you misunderstood Josh, models are ambiguated as 3D and polygons/shapes as 2D. poly_create(); poly_draw(); model_create(); model_draw();
But you misunderstand, I don't intend of any of this until after YYG is out of the way, it would have to be. But no d3d and d2d is a very bad connotation. Just model_* is all you should need to type not d3d_model_*, thats unbeliably redundant.
But you misunderstand, I don't intend of any of this until after YYG is out of the way, it would have to be. But no d3d and d2d is a very bad connotation. Just model_* is all you should need to type not d3d_model_*, thats unbeliably redundant.
2843
General ENIGMA / Re: LateralGM Theming
« on: May 07, 2013, 04:47:52 am »
Hate is a strong word, really only its bloated runtime, but I noticed that it cuts the Ram usage down significantly if you switch on the native theme, LGM doesn't use up more than 60mb's for some reason for me when I have it on? Also be aware, you don't have to use my new icon pack, two are preinstalled mine and the original and then you can also set your own from the preferences panel I've added.
2844
General ENIGMA / LateralGM Theming
« on: May 06, 2013, 10:30:48 pm »I am making several improvments to LGM.
1) You can select whether to use the Swing theme, native themes including specific built in GTK themes on Linux, the default will be the same it has always been, Swing
2) Preferences Dialogue with ability to choose the theme, customize code editor highlighting or select several preconfigured themes, and configure other editors
3) Script Editor Context Menu
4) Drag and Drop actions context menu
5) Run, debug, and find and replace buttons on toolbars, with icons
6) Added extensions windows
7) Context Menu and improvements to game information window
8) Object Information Frame added, and works %100
9) Drag and Drop is toggleable
10) Merged JoshEdit branch into main repository
Leave me any suggestions while I'm still at it
2845
Graphics and Video / Re: 3D Renders from "e3D: Escape the Laboratory"
« on: May 06, 2013, 07:22:26 pm »
Deus I really think your blowing that out of proportion, I worked on it really hard since then too, I documented all my Box2D functions for cheeseboy, all the action functions, it was more than two months ago now, and I am the single largest contributor too it, I am not going to do it again,
And besides, you don't even know why I was upset. In the IRC I was starting to work on a different system, I can't remember now, but I asked Josh to leave me alone about cheeseboy. And you know what he does? Makes him an operator and blocks me out of the channel and ban all my ip's, just for a good laugh. And nobody would let me back in, so I was %85 pissed off, and %15 trying to get them to let me back in. And if they did it to you when you were trying to work you'd be upset too. And I am the one who acts like a child? You guys are just as bad if not worse than I am, I am usually always working on something, around the clock on something I might add since I've been here. So I really feel like a lot of what you feel about me is unfounded, but I digress... :/
And besides, you don't even know why I was upset. In the IRC I was starting to work on a different system, I can't remember now, but I asked Josh to leave me alone about cheeseboy. And you know what he does? Makes him an operator and blocks me out of the channel and ban all my ip's, just for a good laugh. And nobody would let me back in, so I was %85 pissed off, and %15 trying to get them to let me back in. And if they did it to you when you were trying to work you'd be upset too. And I am the one who acts like a child? You guys are just as bad if not worse than I am, I am usually always working on something, around the clock on something I might add since I've been here. So I really feel like a lot of what you feel about me is unfounded, but I digress... :/
2846
Graphics and Video / Re: 3D Renders from "e3D: Escape the Laboratory"
« on: May 06, 2013, 01:24:27 pm »
Hey TKG don't pm me on the forums bro I can't reply, theres a bug in my account
But ya don't worry about it your fine, you didnt offend me, I like to suck dick, thats a fact I do a good 'nuff job cracking jokes at myself, so you don't need to be afraid to rip on me IDC.
But ya don't worry about it your fine, you didnt offend me, I like to suck dick, thats a fact I do a good 'nuff job cracking jokes at myself, so you don't need to be afraid to rip on me IDC.
2847
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 06, 2013, 06:48:57 am »
Ohhh I see, I didnt think of that Deus, but yes I understand it will have to be long after YYG goes bankrupt, but nonetheless we still need to rewrite our transformation code into shaders.
But as far as the models go, they would need to be their own extra set of functions, because otherwise you have to pack an extra z value as 0 into every vertex buffer of a model. We already have 2D draw_primitive_begin() or whatever for 2D shapes, so it would just be Models & Shapes (or polygons, whatever you wan call em)
When I get back around to graphics systems, I am also adding some camera functions so you can instantiate a projection and you dont have to set ALL of its properties each time, eg aspect ratio and camera angle only need set once, and I am going to add functions to easily rotate the camera so you don't have to do the hard math each time
But as far as the models go, they would need to be their own extra set of functions, because otherwise you have to pack an extra z value as 0 into every vertex buffer of a model. We already have 2D draw_primitive_begin() or whatever for 2D shapes, so it would just be Models & Shapes (or polygons, whatever you wan call em)
When I get back around to graphics systems, I am also adding some camera functions so you can instantiate a projection and you dont have to set ALL of its properties each time, eg aspect ratio and camera angle only need set once, and I am going to add functions to easily rotate the camera so you don't have to do the hard math each time
2848
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 06, 2013, 01:06:42 am »
No no no no no, when we do this I want d3d_* dropped from models completely, because we will also have 2D polygons poly_create(); poly_vertex(); poly_draw(); etc or we could name em shape or whatever so that their is a way of buffering 2D vector graphics as well we can also combine this with SVG support Josh. That alone gives the ambiguation of models being purely 3D, and Id rather they just be model_create(); and model_draw(); anything else is redundant. Transform functions should come all the way down from d3d_transform_set_identity(); to trans_set_identity();, even that aint necessary really, there is no need to set the identity when you just ambiguate the transformation functions to be taking place ONLY on SUBSEQUENT draw calls, for instance it could just be rotate(); or translate(); or scale(); or draw_rotate(); draw_translate(); draw_scale(); etc
Especially all the data structure functions, ds_grid_create(); could be just grid_create(); because they are just built off of standard C++ lists, queue's, maps, etc
Especially all the data structure functions, ds_grid_create(); could be just grid_create(); because they are just built off of standard C++ lists, queue's, maps, etc
2849
General ENIGMA / Critical Change, Function Renaming
« on: May 05, 2013, 05:53:09 pm »
I just want to discuss also that it is my intention once we have obtained GameMaker's entire userbase, to rename several functions.
For instance, d3d_model_create, would be just model_create, d3d_draw_model, would be model_draw(). The reason for this? Game Maker used to be only Direct3D, but now has OpenGL for its cross platform works, as does ENIGMA, so the whole d3d_* prefix is misleading and 4 extra characters you have to type. All the transform functions will lose d3d_* completely because they also work for 2D.
I just want to know what everybody thinks about it, if you would generally be opposed to it or what. Also I want to know would you rather it be an all at once thing, or groups of functions renamed in each monthly update until the entirety is renamed over the course of about a year. Thoughts guys?
For instance, d3d_model_create, would be just model_create, d3d_draw_model, would be model_draw(). The reason for this? Game Maker used to be only Direct3D, but now has OpenGL for its cross platform works, as does ENIGMA, so the whole d3d_* prefix is misleading and 4 extra characters you have to type. All the transform functions will lose d3d_* completely because they also work for 2D.
I just want to know what everybody thinks about it, if you would generally be opposed to it or what. Also I want to know would you rather it be an all at once thing, or groups of functions renamed in each monthly update until the entirety is renamed over the course of about a year. Thoughts guys?
2850
Function Peer Review / Terrain, Volumetric Data and Marching Cubes
« on: May 05, 2013, 03:47:48 am »
I also plan to implement some terrain and volumetric rendering functions. If you have every played Mine Craft you have experienced marching cubes in a game, for instance when you dig under ground, the terrain is actually volumetric.
Post any suggestions you may have
Code: [Select]
terrain_create(pixelerror, tilesize);
terrain_set_position(id, x, y);
terrain_set_automatic_draw(id, auto);
terrain_set_material(id, mat);
terrain_paint_heights(brush);
terrain_paint_texture(texture);
terrain_get_height(id, x, y);
terrain_draw(id, x, y);
Post any suggestions you may have
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