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Offline (Male) Josh @ Dreamland
Posted on: March 29, 2010, 10:48:55 pm

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Ism is presently dealing with "real-life" things. She'll be around; hopefully enough so to wrap this up quickly.

I've implemented the tier system, reducing the compile time to about four seconds on this computer, which apparently is about average in comparison to some of other ENIGMA members' computers, assuming those are what you'd call "good". Basically, it's what you'd get out of a GM game, except the compile's a one-time deal and accounts for 95% of the time at least.

So yeah, ENIGMA's up to speed. Much better than R3's 30 second compile jobs.

Eh...
ENIGMA is a DLL now. The ENIGMA plug-in fails to pass it the resources, though, due to some major JNA failure. Ism has successfully segfaulted Java on multiple occasions today.

I'm not sure what I will do tomorrow, other than go to school, which will be weird since it's Spring Break for high school but not college. I'll try to get something in this household running Linux again and make sure the engine works for it, too. Oh, by the way, I'm making sure that the new tiering system comes with even better organization than in the repo. It's going to be a fun time committing all these moves and deletes. -.-"

I prepared a small todo list of revisions for the engine. Really, I need Ism to get JNA working so I can test the damn compiler part already. >_<

If anyone has the patients of a saint and the Java skills of, er,... a patient gopher, I could use a hand. :P

Ciao for now; going to do any homework I may still be putting off.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Male) retep998
Reply #1 Posted on: March 29, 2010, 10:54:50 pm

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patients of a saint
saints have patients?
I thought they had spritual children, not patients.
They're not doctors or anything...
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Offline (Male) Josh @ Dreamland
Reply #2 Posted on: March 29, 2010, 10:56:02 pm

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Best. Grammar. Mistake. Ever.
...Nah, mediocre, but I'm leaving it.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Unknown gender) freezway
Reply #3 Posted on: March 29, 2010, 11:21:51 pm

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you should post the todo list!
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if you drop a cat with buttered toast strapped to its back, which side lands down?
joshdreamland: our languages are based on the idea that it's going to end up FUBAR
/kick retep998
Offline (Male) Josh @ Dreamland
Reply #4 Posted on: March 29, 2010, 11:29:07 pm

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My main todo list was just checked off. What's left after Ism and I have that damn plug-in working is getting with() to work again, and as time permits, implementing that new instance system I wrote a decade ago.

The todo list I was referring to is composed of some 10 "TODO:"s throughout the ENIGMA source. Here are eight of them:
Quote
Graphics_Systems\OpenGL\GSscreen.cpp|38|#include "../../Universal_System/key_game_globals.h" //TODO: Replace this with a tier-level header in ../|
Graphics_Systems\OpenGL\GSscreen.cpp|76|//TODO: Replace this once instances are sorted by object index as well|
Graphics_Systems\OpenGL\OPENGLStd.cpp|43|#include "../../Universal_System/key_game_globals.h" //TODO: Replace this with a tier-level header in ../|
Platforms\windows\WINDOWSmain.cpp|31|namespace enigma //TODO: Find where this belongs|
Platforms\windows\WINDOWSshow_error.cpp|31|/*namespace enigma //TODO: find the original declaration of the contents of this namespace and erradicate it|
Platforms\windows\WINDOWSshow_error.cpp|38|namespace enigma //TODO: This is from events.h: fix according to TODO pointed to by above TODO|
Universal_System\instance.h|135|//TODO: Move these to an instance_planar|
Universal_System\instance.h|158|//TODO: replace all these fucking enigma::instance_iterators with enigma::institer_t i or something|

Some of the headers under Universal_System are also still plug-ugly. I'll fix those as I make with() work again (most of them center around that category).
But first I'd like the IDE to communicate again so I can actually make several objects. ;_;
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Male) Josh @ Dreamland
Reply #5 Posted on: March 31, 2010, 02:32:55 am

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Okay, as an update/clarification:

Simple test run varies within about this range:

Code: [Select]
Compiling: SHELLmain.cpp
Linking executable: ENIGMAengine.exe
Output size is 1005.33 KB
Process terminated with status 0 (0 minutes, 3 seconds)
0 errors, 0 warnings

To

Compiling: SHELLmain.cpp
Linking executable: ENIGMAengine.exe
Output size is 2.24 MB
Process terminated with status 0 (0 minutes, 3 seconds)
0 errors, 0 warnings[/code]


When you are done debugging your game and would like to build it, you'll have a compile time that I estimate to look like this rebuild time:

Code: [Select]
Linking executable: ENIGMAengine.exe
Output size is 315.00 KB
Process terminated with status 0 (0 minutes, 23 seconds)
0 errors, 0 warnings

Note the difference in compile time vs output size. Definitely a tradeoff.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Male) Rusky
Reply #6 Posted on: March 31, 2010, 06:35:57 am

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Wouldn't the difference in size have more to do with debugging symbols? Otherwise, 3 seconds isn't too bad.
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Offline (Male) retep998
Reply #8 Posted on: March 31, 2010, 09:54:04 am

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Will I be able to compile a debug version of a game/application made in ENIGMA, so that other people will be able to provide assistance when I publish an alpha or beta?
Yes.
If Josh doesn't add that, then I'll MAKE him add it.
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Offline (Male) Josh @ Dreamland
Reply #9 Posted on: March 31, 2010, 10:31:30 am

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I wondered why you were answering yes to that, then I saw second line. Haha.

Yes, I'll make sure collaborative debugging is an option, but note that as long as you need to be debugging things, the symbol table needs stored along with the game. This means the EXE's will be massive, as above (okay, so smaller than GM, but still pretty huge XD), and if a really, really determined hacker wanted to decompile your game, he'd have all the variable names :O (inb4 who cares; this was a fucking joke. No one is that determined anyway, especially over a game acquired in DEBUG MODE).
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Female) IsmAvatar
Reply #10 Posted on: March 31, 2010, 12:03:52 pm

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Really, I need Ism to get JNA working so I can test the damn compiler part already. >_<
At this point, Ism has gotten JNA working for herself, and in an attempt to reproduce or fix the problems that Josh was experiencing, or otherwise just make any progress populating the backend structures, she needs Josh to commit his backend code, since the latest in the repository is depressingly outdated and inconsistent with the test code he gave me.
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Offline (Male) Josh @ Dreamland
Reply #11 Posted on: March 31, 2010, 01:14:59 pm

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*chuckles a bit and commits*
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Female) IsmAvatar
Reply #12 Posted on: March 31, 2010, 01:58:33 pm

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Now JNA works. I just need to populate the rest of the info, and figure out what to do with fields that don't work (which I temporarily fixed by just commenting out). I haven't tested for more than 0 of any kind of resource ;-).
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