ENIGMA Forums
General fluff => Announcements => Topic started by: Josh @ Dreamland on June 03, 2010, 12:14:07 pm
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This is what's going on and what will be going on before release.
Current Todo:- Implement instance system (Currently working on)
- Implement new var (has already been coded)
- Resolve, once and for all, string() vs string, using a special property of macros. (#define string(x) toString(x))
- Make some changes to the parsers to accommodate some of these and more:
- Implement macros in the syntax check
- Implement C++ operators scope resolve :: and template parameter pass <...>
- Implement GML operators not equal <> , access . , and dynamic array subscript [...] .
- Run a check on subscript passes to global variables
- Finish implementing special treatment for variables declared as const.
What's just been done recently includes a fix on global declarations as well as testing of all drawing functions. Only draw_ellipse doesn't work, and I will fix that "soon."
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That was the drawing function I used the most >_<
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it draws -something- of an ellipse. It's actually two parabolas stuck together, because serp doesn't believe in sqrt or trig.
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But a parabolic curve isn't the same as a circular curve. :/
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Painfully aware. :P
Serp recommends I rename it draw_serplipse().
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draw_elipse isn't that hard. It's just cos and sin, multiplied by a number plus another number and drawed inside a loop. In OpenGL, at least, it is pretty easy.
Sure, this doesn't use precomputed trigonometry tables, etc. etc., but unless you need some terrific efficiency, this is pretty good.
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Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64. Unless that's how it's already done.
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Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64. Unless that's how it's already done.
Remove the cap on 0-64 is a better idea but if you really want points per pixel...
number_of_sides = radius*points_per_pixel*2*pi;
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Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64. Unless that's how it's already done.
Remove the cap on 0-64 is a better idea but if you really want points per pixel...
number_of_sides = radius*points_per_pixel*2*pi;
Yes but it's reliant on a function that I really don't want to mess with every time that I draw a circle/ellipse/roundrect.
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so will speed/direction work?
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What about the collision system?
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luis: We're going for terrific efficiency.
freezway: That's part of the new instance system, yes.
polygone: Luda doesn't seem to want to continue. I'll ask him about it again sooner or later.
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And I'm guessing you still never got him to get it on an SVN of some sort? So for all you know, he could have been doing absolutely nothing, and just leading you on that he was making good progress?
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He never claimed that he was working on it the entire time nor that he was making good progress; just that at some point some progress was made. If he does it, it will be good, and I will use it. If he does not, I will try to run with his ideas that he forwarded to me; they were pretty good ones.
Aside from retep, who doesn't have experience in pixel perfect collisions, no one has volunteered to work on the system. I'm in no position to just start working on it; if he is going to finish it he'll have to do so before I finish that list above and do it myself.
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
class This{
};
You haven't told me anything about This yet so I can't really do much more than that.
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
class This{
};
You haven't told me anything about This yet so I can't really do much more than that.
class that : public This
{
};
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
class This{
};
You haven't told me anything about This yet so I can't really do much more than that.
class that : public This
{
};
#include <vector>
class these : public vector<This>{
};
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I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
class This{
};
You haven't told me anything about This yet so I can't really do much more than that.
class that : public This
{
};
#include <vector>
class these : public vector<This>{
};
Syntax error: class inherited as template
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Not a syntax error. But this is better anyway:
typedef These vector<This>;
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Not a syntax error. But this is better anyway:
typedef These vector<This>;
Well, it gave me a syntax error the last time that I did something like that. :/
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GCC gives me a completely wrong error message if I'm missing the std:: or don't have vector #include'd. That might have been it.
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#include <these.h>
#define Those These
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If These is a type, wouldn't a typedef be better than a #define?
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WHERE IS MY ENIGMA! No, seriously, progress update? you said it would be done by now.
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you said it would be done by now.
This is Josh we're talking about.
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Sometimes, "real life" causes me grief in the most unexpected of times. I will be making a post about something truly amazing here in a bit. Wait for it.
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waiiitiiing.. for it..
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truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?
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truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?
You write some vague ideas down in the code editor and it makes a game for you?
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truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?
You write some vague ideas down in the code editor and it makes a game for you?
I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
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I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
But does that fit in a single bit like Josh claimed?
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I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
But does that fit in a single bit like Josh claimed?
Yes because it is a quantum bit.
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I love speculation. No, I meant truly amazing on the scale of a flexible instance system. Something to fix Game Maker's poorly documented event behavior.
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developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers
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windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows
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The concept of reducing the size of a game and its being an idea. A one bit game is a one bit idea. Unfortunately x86 isn't entirely suitable as a measurement. Also resources. Josh had an error, I stated *&. It solved his error, though only for another. It caused me to think about how much information was communicated. High estimate is 14bits. Of all the vast amounts of information churned by both him and I, 14 bits were all he required from me. So small in comparison to it all. It's the power of diff. The PAQ inspired competition of wiki text compression presumes compression and AI to be intertwined, having proved optimal compression to require a predictor model. It's true in so far as the leader in the competition had to modify PAQ to account for some semantic analysis of English. To note, they add the decompressor to the compressed text's size. 14 bits of compressed information were all Josh needed from me, but the data involved is still the entirety of his mind which he projected towards the transmission. I sent the characters individually, thus he misinterpreted the first character. Branch prediction plays in somewhere. Whatever, it's all just pattern matching
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^^^^ thar be bullshit!
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(http://hornbillunleashed.files.wordpress.com/2009/10/bullshit.jpg)
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