ENIGMA Development Environment
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Messages - Goombert

Announcements / Re: Shader Resources
« on: August 28, 2013, 07:58:30 PM »
Yep, see, I don't know, you guys are not listening when I keep telling you to redownload 50 times XD

General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 12:59:19 PM »
@Harri just look at the new cubes demo, but please don't touch anything shader related for a few days I am working on the specs and getting everything perfect and also rewriting the OpenGL 3 mesh class to use a single vertex buffer and batch EVERYTHING to triangle list so models will be super fast no matter what primitive type you use. People who want to do multitexturing are advised to use the new vertex functions when I add them as Studio works the same way.

When I get all this sorted out I will upload my new version with the extra shaders like bumpmapping/etc

Also, I used the directory attributes and Josh said that was the proper way to do it.

General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 08:59:55 AM »

CTRL+F for "glewInit()" you did fucking too broke it, but its fine Josh already merged and fixed it.

General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 07:41:35 AM »
Harri, what did you mean by you can't get shaders working? I thought they were working for you in the past?

Tips, Tutorials, Examples / Example Shaders
« on: August 28, 2013, 05:36:08 AM »
This topic is a collection of various shaders that can be used in your game. You are free to use them and can also post your own in this topic.

Cartoon Shader

Language: GLSL

Vertex Shader
Code: (glSlang) [Select]
varying vec3 normal;

void main()
        normal = gl_NormalMatrix * gl_Normal;
        gl_Position = ftransform();

Fragment Shader
Code: (glSlang) [Select]
varying vec3 normal;

void main()
        float intensity;
        vec4 color;
        vec3 n = normalize(normal);
        intensity = dot(vec3(gl_LightSource[0].position),n);

        if (intensity > 0.95)
                color = vec4(1.0,0.5,0.5,1.0);
        else if (intensity > 0.5)
                color = vec4(0.6,0.3,0.3,1.0);
        else if (intensity > 0.25)
                color = vec4(0.4,0.2,0.2,1.0);
                color = vec4(0.2,0.1,0.1,1.0);
        gl_FragColor = color;


Language: GLSL

Vertex Shader
Code: (glSlang) [Select]
void main()
        vec3 normal, lightDir;
        vec4 diffuse, ambient, globalAmbient;
        float NdotL;
        normal = normalize(gl_NormalMatrix * gl_Normal);
        lightDir = normalize(vec3(gl_LightSource[0].position));
        NdotL = max(dot(normal, lightDir), 0.0);
        diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
        /* Compute the ambient and globalAmbient terms */
        ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
        globalAmbient = gl_LightModel.ambient * gl_FrontMaterial.ambient;
        gl_FrontColor =  NdotL * diffuse + globalAmbient + ambient;
        gl_Position = ftransform();

Fragment Shader
Code: (glSlang) [Select]
void main()
        gl_FragColor = gl_Color;

ALLCAPS BOARD / Once in a Lifetime
« on: August 28, 2013, 04:46:03 AM »

General ENIGMA / Everything Is Good Now
« on: August 28, 2013, 04:10:24 AM »
I believe the issues with the executable have been resolved, it is now working for me again, Harri, polygonz, and frogg. So let's just not mess with the exe quite some time, the only thing it needs is automatic updates to download binaries, I will finish it myself at a later point in time.

Polygonz, please try not to do shit like remove glewInit() from OpenGL 1, like seriously, do you even think before you commit anything?

This is the kind of responses we end up getting on our Facebook as a result...
Yeah... Its crashed on first run for me... I will send bug report next weekend
Janko Knez I suggest you focus on the bugs first, then add features.

We need to at least try not to break EVERYTHING all at one time ;_;

General ENIGMA / Re: Compiling from source
« on: August 28, 2013, 01:32:46 AM »
Yes, of course I can? Look at the source code is halfway done I just need to fix up the bash script to download binaries, init script will just download the latest update. I am still tryna think about where to put the damn binaries at, I might just have josh throw it all in a git repository so it can just be a bash script and the commit log will be the update feed.

Announcements / Re: Shader Resources
« on: August 27, 2013, 10:21:46 PM »
TKG, can you try again with the latest zip that I just uploaded? If the error persists please provide your output_log.txt

General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 08:32:16 PM »

General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 07:20:23 PM »
I fixed it it was your fault you fag you preprended mingw/bin but not git/bin

General ENIGMA / Cannot Setup from Portable ZIP
« on: August 27, 2013, 05:37:40 PM »
Now I can't compile because of something you guys did...

Code: [Select]
ar r ../Additional/Windows/lib/libalure32.a ../Additional/Windows/alure/ALURETMP/*.o
C:\Users\Owner\Desktop\ENIGMA\mingw32\bin\ar.exe: creating ../Additional/Windows/lib/libalure32.a
rm -rf ../Additional/Windows/alure/ALURETMP
process_begin: CreateProcess(NULL, rm -rf ../Additional/Windows/alure/ALURETMP, ...) failed.
make (e=2): The system cannot find the file specified.

mingw32-make.exe[1]: *** [../Additional/Windows/lib/libalure32.a] Error 2
mingw32-make.exe[1]: Leaving directory `C:/Users/Owner/Desktop/ENIGMA/enigma-dev/ENIGMAsystem/SHELL'
mingw32-make.exe: *** [Game] Error 2

General ENIGMA / Re: Windows Zip Discussion
« on: August 27, 2013, 05:04:40 PM »
Right, because this is totally what we should all be wasting our time on....

Edit: All of you just stay away from it, I am going to make it automatically update, SO DONT FUCKIN TOUCH IT WHILE IM WORKING ON IT

General ENIGMA / Re: Compiling from source
« on: August 27, 2013, 04:32:19 PM »
So it finally works again. Thank you all! Now we must make sure it doesn't break and update installation instructions.

I think more likely my .exe change fixed it. I think it will fix a lot of the problems people have been having.

Still needa fix why its not rebuilding compileEGMf

Announcements / Re: Shader Resources
« on: August 27, 2013, 04:30:05 PM »
Shaders still not working. Will investigate later. I think it was something with shader compilation error.
Harri, all you have to do is make sure you have the very latest shit and just open that EGM and run it.