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376
Proposals / Re: remove the "hidden" login feature
« on: October 22, 2014, 06:31:58 pm »Quote
Harri if your penis gets any bigger I am going to have to split this topic 3 ways.If it got any bigger it would split the space-time fabric.. if you know what I mean.
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Proposals / Re: remove the "hidden" login feature
« on: October 22, 2014, 02:58:23 pm »
I for example never take personally anything that is on the internet. I actually rarely take things personally in real life. I feel taking grudges, getting angry or feeling any other negative emotion is waste of time.
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Proposals / Re: remove the "hidden" login feature
« on: October 22, 2014, 02:44:34 pm »
Well I do see the posts you are quoting now. And I have read all the posts in the topics. I of course don't see your pm's, but I doubt it's that tragic. I know you are not very social (made it clear) and that's normal in this day and age, but you do seem to be very easily excitable (in a bad way). I think you should maybe work on that.
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Proposals / Re: remove the "hidden" login feature
« on: October 22, 2014, 02:38:30 pm »
I don't really care about OP in any way, shape or form (thus my "I couldn't care less." vote), but I must say TKG really has some issues with control. TKG posts have always seemed so unrelated and over exaggerated to the actual post he is replying to.
The fact that he is replying several times to the same post already makes it weird.
All I can say is this: chill.
The fact that he is replying several times to the same post already makes it weird.
All I can say is this: chill.
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Proposals / Re: Force directed graph in LGM
« on: October 20, 2014, 11:46:03 am »
This is actually an extremely cool feature. It helps the user to grasp the project and the relationships. More view options would be cool, like showing sprites as actual sprites; allowing people to edit the resource by clicking on it; and showing the scripts used in an event (even code events).
Then later things like relations between instances would cool, like showing Create event -> Code Event -> scr_delete_bullet then links to obj_bullet, because spr_delete_bullet has "with (obj_bullet){ instance_destroy(); }" in it. But that would involve parsing the code, to see which resources are referenced.
Then later things like relations between instances would cool, like showing Create event -> Code Event -> scr_delete_bullet then links to obj_bullet, because spr_delete_bullet has "with (obj_bullet){ instance_destroy(); }" in it. But that would involve parsing the code, to see which resources are referenced.
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General ENIGMA / Re: What happened to "wxEnigma"?
« on: October 15, 2014, 04:47:49 pm »
It probably was canceled. Or at least put on hold. Here is the repo: https://github.com/enigma-dev/wxENIGMA/commits/master , last update April 2013.
382
Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 15, 2014, 04:26:07 am »Quote
The smaller the chip becomes, the less amount of cooling surface there is, so even less heat can and will acummulate faster; making it neccessary to keep some cooling device, unless we make a breakthrough in room temperature superconductors which will prevent the electric resistance to heat the wiring. Just physics.The chip itself doesn't get smaller. The process gets smaller, which means the distance between transistors (among other things) gets smaller. And the increase in complexity and transistor count makes up for it in size. So the cooling surface has barely changed, yet the heat dissipation got a lot smaller. Like GeForce 9800 GTX used 140W of power with 754M transistors, the GTX 750Ti uses only 60W of power with 1870M transistors (+many other things). So the power consumption greatly reduces, as well as greatly reduced heating.
Here is a cool comparison: http://www.realhardtechx.com/index_archivos/Page362.htm but it shows total system power, so it stays the same most of the time.
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Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 14, 2014, 04:21:21 pm »Quote
So I guess future iterations of graphic cards will be about performance enhancements through optimisations, better chipsets, better memory bandwidth, etc, basically we can't expect any major "feature"release per se, I mean that makes sense, probably with existing even last generation cards you have more than enough to render anything but it comes down to memory, GPU speed, etc.To reiterate - the only thing people needed was the GPU to programmable. That is it. That is the only "feature" that is required. Like CPU's. They don't have any new "features", they just keep getting faster. Same with GPU's. Like if you gave a brush to an artist, would he be able to draw less than with photoshop? Probably not - he will just draw slower. So does it require DX12 to render a 100% realistic human head? No, even DX9 can do it. Software render's can do it, so even GM can do it.
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What do you think about the fact one day air cooling might not be enough anymore...... Have we reached the limit ? Now they are cramming jet engines into their cards, I guess that scenario is believable that one day high-end gaming card will come with liquid cooling support as a standard and requirement. or they will have to do some miracles and make those MFs significantly smaller and energy efficient.Newer GPU's get more and more power efficient. So it's possible that the current cooling will hold for some time. It's possible that in the future you wouldn't even need a fan. The smaller the chip process gets, the smaller the power consumption. The smaller power consumption means smaller heating.
384
Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 14, 2014, 01:14:43 pm »Quote
Yes, OpenGL is better now than it has been historically. But it's lost out a lot because of that: http://programmers.stackexchange.com/a/88055Good read. Thanks.
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How many threads do we have here just to debug the GL backends on various cards?We had the same with DX. It's just that we don't actually use DX, so there is less threads.
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Also note that OpenGL performance was better when Valve ported source because they worked with Nvidia to fix OpenGL bugs and optimize the driver. So like I said- support. If your game has a problem, DirectX likely solves it, but OpenGL requires you to be Valve and convince the hardware developers to fix it.This is also true for DX. If you have some D3D bug, then I can assure you Microsoft will not go out of their way to fix it for you or ENIGMA. They will fix it for Valve, Blizzard or Ubisoft though. Every large game company has a guy from a GPU manufacturer working in it, that helps with optimization, not only game code, but driver code.
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I read some rumours a long time ago that DX12 might be the actual last version of DirectX as we know it before a completely new architecture, what are your opinions on this ? I mean how far can we go ? Are we going to end up with 32Gb, 64GB, 128GB, 1TB textures ? Are we destined for more DX's ? DX13, DX14, DX15, etc? Some say DX12 is what DX11 should have been, so assuming DX12 is the raving success that is claimed to be, this could very well be a version that will "stick" for many years.That is possible, because just as John Carmack said (in QuakeCon 2013) - we already can render everything that an artist can imagine. It's only speed and memory that is the limit, not the features.
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Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 14, 2014, 04:24:07 am »Quote
As to DX12/OGL, I'm not 100% familiar with all the technical aspects, but can you do everything DX12 can, in OGL or are there feature specific things only supported in DX ?I know nothing what DX can do that GL could not. They really are basically the same. From the technical aspect they get even more similar all the time, like they specifically modified GL4 so it would be easier to port from DX. So can you make Crysis3 in GL? Yes. Assassins Creed 4? Yes. BF4? Yes. You can create exactly the same thing. It has never really been about features, but programming preference. DX API used to be very high-level compared to GL, as it had a lot of utility features built-in (like loading a texture, a 3D model, rendering vectorized text etc.), while in GL you had to write all of those yourself. It might have changed in DX12, as they are targeting lower-level now.
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However, there is a HUGE reason to use DirectX on Windows- performance, support, and tooling.Performance can be the same, or even faster in GL. Like when valve ported Source engine to GL, it ran faster than on DX. Performance depends a lot more on the person writing the graphics code, than the api used. "Support" usually is a stack overflow thread, in which you can ask for both GL and DX. I don't have any problems with available GL doc's either. Both the official Kronos one, or the docs.gl one. And tools are also getting a lot better for GL. Things like apitrace, CodeXL or Nsight are all awesome and helps a great deal. I know that DX tools allow a few things more, but not much.
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DirectX drivers have way more work put into them to make them fast, fix bugs, and make them consistent with other drivers.That might be true, but GL isn't far behind in this respect. Nvidia and AMD have pulled a lot of resources in the past few years in making drivers more consistent for both different GPU's, and different platforms (like Linux, which now has drivers that actually runs GL4 just fine).
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It also gets new features more quickly and doesn't have a sluggish committee that can't seem to decide what it wants.GL committee was a problem in GL2 times, now both DX and GL usually comes with new versions at about the same time and with the same features. GL also allows extensions, which might be harder to use, but they allow stuff before even DX allows it. Like one of the new features in DX12 is programmable blend modes, which both Nvidia and Apple has added as extensions to GLES a long time ago. Like on Nvidia tegra, you have programmable blend modes since 2006.
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They aleady finished, it's called GLES.No, he means the GL "NG" (next generation), it's not GLES. GLES is for embedded systems only (hence the ES), it's not actually meant for desktops. But they have basically merged together in GL4.
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Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 13, 2014, 01:59:40 pm »Quote
what is the market share for windows users vs. other platformBut OpenGL runs just fine on windows. There is 0 reasons to actually use DX on windows. DX is the only way to go for xbox though, so that is why you end up using it. If you only develop for PC, then OGL is the way to go - Mac, Windows and Linux with the same code.
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General ENIGMA / Re: Who fixed arrays?
« on: October 13, 2014, 01:33:59 pm »
No, GM doesn't have any types. ENIGMA has types. To create a local variable with a type you have to have "local" in front of it. So this:
Code: (EDL) [Select]
a = 10; //This is variant local for the instance
var a = 10; //This is temporary variant for the script
int a = 10; //This is a temporary integer for the script
local int a = 10; //This is an integer local for the instance
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Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 13, 2014, 11:30:56 am »Quote
I imagine those cases will be rare, though—I can't even think of one off-hand that wasn't settled with the GL1/GL3 divide.GL4, for example, allows bindless textures and multi-element rendering. It allows you to render the whole scene with basically one draw call (so it's not the same as instancing, which allows you to render the same model multiple times with one draw call). It greatly increased performance, but requires GL4 only functions (this is a very good talk on new GL - http://gdcvault.com/play/1020791/). So I have a decision, stick to GL3, make a new graphics system GL4 (then we will have 3 GL's to maintain), or upgrade GL3 to GL4.
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Proposals / Re: SWF file support?
« on: October 13, 2014, 11:23:33 am »
No, we don't support SWF. And we might never support it, as Flash isn't an open standard. If we ever support vector graphics, then it will probably be SVG. And LGM might have an option to load SWF and turn into SVG.
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General ENIGMA / Re: General Enigma Questions
« on: October 12, 2014, 07:57:29 am »Quote
It's called using arrays of type unsigned for each pixel, which ENIGMA does currently support. We do currently support real int, boolean, and standard C++ data types.That's not true. Regular arrays don't really work with these types sadly, but we might get it fixed in the near futures (Sorlok?).
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