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976
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 10, 2014, 11:51:48 pm »
Yes I am very impressed with his progress as well, I am glad to have sorlok around. I am thinking about actually taking the time to try out Iji on my break coming up soon.
977
Proposals / Re: Threading
« on: August 10, 2014, 11:50:13 pm »
Threading has been seriously revamped in my latest commit, I was able to fully implement the threading functions and the implementation now more correctly mirrors most thread API's. I also fixed existing bugs in the thread functions.
http://enigma-dev.org/docs/Wiki/Game_State_Functions
https://github.com/enigma-dev/enigma-dev/pull/788
http://enigma-dev.org/docs/Wiki/Game_State_Functions
https://github.com/enigma-dev/enigma-dev/pull/788
978
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 06:21:07 pm »
No that quick optimization only applies to very large 3D models, Project Mario only got a slight boost because it really only has two high polygonal models, Mario and Yoshi. The rest is me redesigning threads and fixing bugs.
Also you should relax about the other stuff, I generally don't complain about anything anymore, ENIGMA being laid back is a very nice feature of this community that I've come to respect, second we should still remain professional on the outside, there is a time and place for everything, and I think the balance is kept well.
Also you should relax about the other stuff, I generally don't complain about anything anymore, ENIGMA being laid back is a very nice feature of this community that I've come to respect, second we should still remain professional on the outside, there is a time and place for everything, and I think the balance is kept well.
979
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 03:46:11 pm »
I normally hate to bump topics but this is really important. I have now found an optimization for OpenGL1 static models that we were originally utilizing. Originally with fixed-function immediate mode and call lists there was drastic memory usage and crashing for some of us, I then sped models up by implementing vertex arrays, and now by compiling those with a gl call list I can buffer all of that to the GPU and remain compliant with GL1.1 which everyone's hardware supports including polygonz.
The framerate went from 13fps to 201 fps. The ram usage went from 100-113MB's down to 49MB's and then to 44MB's with the addition of clearing the data only for static models once they are buffered.
Note: Do not compare this to the earlier results of other systems, it was tested on a better graphics card, this system now outperforms GL3 and D3D9 on my computer.
Project Mario has also gone from 237/239fps for me to 261fps. These performances boosts should be for most games, but especially for those with very large models that have plenty of polygons.
This is the pull request where I am working on the improvements.
https://github.com/enigma-dev/enigma-dev/pull/788
Evidence of Display List and GL1.0 compliance.
http://wiki.processing.org/w/Display_List
The framerate went from 13fps to 201 fps. The ram usage went from 100-113MB's down to 49MB's and then to 44MB's with the addition of clearing the data only for static models once they are buffered.
Note: Do not compare this to the earlier results of other systems, it was tested on a better graphics card, this system now outperforms GL3 and D3D9 on my computer.
Project Mario has also gone from 237/239fps for me to 261fps. These performances boosts should be for most games, but especially for those with very large models that have plenty of polygons.
This is the pull request where I am working on the improvements.
https://github.com/enigma-dev/enigma-dev/pull/788
Evidence of Display List and GL1.0 compliance.
http://wiki.processing.org/w/Display_List
980
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 08, 2014, 05:52:19 pm »
No I can guarantee you that Studio probably rotates around the sprite center, whatever the defined behavior of image_angle is.
981
Programming Help / Re: image_angle & view_angle : problem !
« on: August 05, 2014, 09:55:20 pm »Quote
Robert, I didn't code D3D9, so I don't really know how to fix it there. The code is slightly different there.Harri, I am displeased to hear this, that is a very very poor excuse. The code is not that hard to follow, all of the Direct3D docs are online just like GL, and the functions themselves by virtue of verbosity are self-explanatory. You know much more about matrices than I do, I've never even taken a matrix math course yet, in my life, and I managed to write the transformation code for D3D. Please make an earnest attempt to do so, I believe in you.
982
General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 05, 2014, 09:45:21 pm »Quote
Of course, there's always the probability that Robert's managed to catch a virus that hooks his zip program and installs itself.Actually, I am not the one that uploaded the last Portable, so if it has a virus it is not me.
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I think at this point Robert has the packaging process down to a science, but uploads are still a pain for him because he's on FiOS or something nasty.Yup, this is also why we don't have a 64 bit release, I would do it if I could.
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What we really need is a script that does the packaging for him.All it has to do is update enigma.jar, lateralgm.jar, and pull any libraries that we add or want to remove, and it should update the fork of enigma-dev. The following would also be beneficial.
* If people would install git-bash on their own and have it removed from the ZIP
* If people could install mingw on their and have it removed from the ZIP, which is impossible because they fuck so many things up.
983
Proposals / Re: Flipping, scaling and rotating instances
« on: August 04, 2014, 04:39:31 pm »
What would help in this situation is for someone to post the contents of output_log.txt and we would know the exception that occurred.
984
Programming Help / Re: image_angle & view_angle : problem !
« on: August 04, 2014, 04:31:24 pm »
Please fix it for Direct3D9 as well.
985
Proposals / Re: Threading
« on: August 02, 2014, 08:08:23 pm »
Alright that all sounds good to me, so I should just not worry about the additional thread functions right now?
986
This is just a quick opinion topic I want to get you guys thoughts on some things.
First, script_thread should not automatically execute, like any other programming language we should be able to create the thread and then execute when want, so I propose the addition of the following function.
thread_start(threadid);
I would also like to propose syntax handling to allow inline threads like Java.
First, script_thread should not automatically execute, like any other programming language we should be able to create the thread and then execute when want, so I propose the addition of the following function.
thread_start(threadid);
I would also like to propose syntax handling to allow inline threads like Java.
Code: (EDL) [Select]
thread_create() {
show_message("Thread Running");
}.start();
// also the following
var thread = thread_create() {
show_message("Thread Running");
}
thread_start(thread);
987
Programming Help / Re: Where do I find ENIGMA's API?
« on: August 02, 2014, 06:24:01 pm »
Yes it would be easier to utilize the CLI, because you literally just pass the file path to it and it will build it. However there does need to be a way to shut it down, a stop button for instance, and do other things.
The state of RadialGM is just the GUI, there is no functionality, that is what needs done, it needs resources added, file handling and hooking up the editors to the resources. Now the reason this has been so slow is we've constantly been debating how to make it extremely modular and abstract. I may disregard all of this and begin programming it to be at least functional and then we can focus on improving small aspects of it as we go, like we've done with the rest of our projects.
The state of RadialGM is just the GUI, there is no functionality, that is what needs done, it needs resources added, file handling and hooking up the editors to the resources. Now the reason this has been so slow is we've constantly been debating how to make it extremely modular and abstract. I may disregard all of this and begin programming it to be at least functional and then we can focus on improving small aspects of it as we go, like we've done with the rest of our projects.
988
Off-Topic / Re: No rush
« on: August 02, 2014, 06:20:38 pm »
I think you guys should all take a vacation, to Jamaica.
989
Programming Help / Re: image_angle & view_angle : problem !
« on: August 02, 2014, 05:01:50 pm »
Yes definitely, check the manual.
http://enigma-dev.org/docs/Wiki/D3d_set_projection_ortho
http://enigma-dev.org/docs/Wiki/D3d_set_projection_ortho
990
Works in Progress / Re: [In Progress] Space Sim ! - 2D space simulation based on a giant economic system
« on: August 02, 2014, 05:00:52 pm »Quote
Yea I'm waiting for good ideas to find a good name for the project. I think "Spacecraft" make a too-strong link to Minecraft, and it's really not the gameplay I want, you know. But I appreciate your help for thisI'm usually pretty horrible with names, lol.
Quote
What do you mean by "ETA" ? If it's a kind of private alpha testing, I don't know if I will do it.Estimated time of arrival, when do you expect to release an alpha?
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Your reaction is a bit enthusiastic, is my project looks so interesting?You just come off as an interesting person, that's all.
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