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136
Developing ENIGMA / Why is GameMaker: Studio so slow?
« on: November 28, 2013, 09:57:27 am »So while working on the global batchers to get the context managers finished for OGL3 and D3D so I can add the new matrix functions for Harri, I decided to do a little test.
I ran into a particular issue with an auto-magic global batching system, and that is when you are constantly changing the stride or primitive type of a global batcher. I was disappointed in how much slower it caused my Box2D physics example to run as it draws a lot circles and rectangles with outlines, so I decided to test if Studio also has this issue. Sure enough it does, you can run the two examples below by simply making an empty project with 1 object whose draw event is the code below, sticking that object in a room and hitting run in either ENIGMA or Studio.
The first example demonstrates the batching problem that no batching system can really resolve, this also ran at 183fps in Game Maker 8.1 because it just drew the primitives instantly without any overhead.
minFPS, maxFPS, avgFPS
41, 52, 48
Code: (edl) [Select]
room_speed = 1000;
draw_text(0, 0, "FPS: " + string(fps));
repeat (500) {
var xx, yy;
xx = random(room_width);
yy = 50 + random(room_height);
draw_set_color(c_blue);
draw_circle(xx, yy, 10, false);
draw_set_color(c_red);
draw_circle(xx, yy, 10, true);
}
This demonstration shows that global batching does help when not constantly switching stride and primitive type as this example ran 3 times slower 8.1
minFPS, maxFPS, avgFPS
60, 583, 524
Code: (edl) [Select]
room_speed = 1000;
draw_text(0, 0, "FPS: " + string(fps));
repeat (500) {
var xx, yy;
xx = random(room_width);
yy = 50 + random(room_height);
draw_set_color(c_blue);
draw_text(xx, yy, "wtf");
}
I am really at a loss for what to do here as I am historically in favor of users learning to do the batching themselves so they can fine tune it to perfection, I do not like trying to auto-magically make games faster. But then again I suppose it is not that big of an issue since I can always add the ability to disable global batching later on anyway, and well OpenGL 1.1 we had no plans of ever adding global batching to, so it's perfect. But anyway, moving forward, ENIGMA will have this same issue with drawing shape outlines in Direct3D and OpenGL 3 and I will later add an option if there is a lot of need for it, and OpenGL 1.1 will never have this issue, since it expects you to do shit yourself.
137
Off-Topic / Don't get Scroogled!
« on: November 26, 2013, 05:06:59 pm »
http://www.scroogled.com/chromebook
This is the worst advertising campaign ever, Microsoft is reallllyyy shallow.
This is the worst advertising campaign ever, Microsoft is reallllyyy shallow.
138
Works in Progress / Upcoming Games
« on: November 17, 2013, 07:43:36 pm »
I figured we should start a topic where you everybody can show a game they are currently working on, doesn't have to be made in ENIGMA, it can just be anything you are currently working on.
The general forum board rules apply here as well, including no pictures of pornographic material, etc. But there are a few extra rules for this topic.
1) You can have multiple screenshots in a post, but please use the
2) Only 1 post per person, this is not a place to give feedback on people's projects, save it for when they actually have a working demo and their own topic.
3) No download links, if you have a download link, just go ahead and post your own topic.
This topic will be archived and a new one posted in it's place when it gets too large. Allow me to start off with a screenshot of my game I am making.
The general forum board rules apply here as well, including no pictures of pornographic material, etc. But there are a few extra rules for this topic.
1) You can have multiple screenshots in a post, but please use the
Code: [Select]
[img width=xx]url[/img]
code to embed the images shrunken so your post doesn't take up someones whole browser.2) Only 1 post per person, this is not a place to give feedback on people's projects, save it for when they actually have a working demo and their own topic.
3) No download links, if you have a download link, just go ahead and post your own topic.
This topic will be archived and a new one posted in it's place when it gets too large. Allow me to start off with a screenshot of my game I am making.
140
Tips, Tutorials, Examples / Blend Modes Explained
« on: November 13, 2013, 04:07:50 pm »This example is courtesy of Phantom107 over at the GMC.
Download: https://www.dropbox.com/s/9fq8hepr1i5j1wy/Extended%20Blend%20Mode%20Visualization%20by%20Phantom107.gmk
Size: 1.4 MB
The Wiki article describes blend modes more in depth.
http://enigma-dev.org/docs/Wiki/Blendmode
141
Tips, Tutorials, Examples / Voxel Raster Example
« on: November 12, 2013, 10:08:37 pm »At the request of new members I have decided to fix the bug in my voxel raster example. This was the first thing I wrote when I joined ENIGMA.
There are two types of voxels, one is like Minecraft involving cubes, the other involves raster graphics. Basically you just ray-trace every pixel of the display into the scene. This made it possible for early 90's games such as Outcast to do special effects such as bump mapping and water reflections.
Download: https://www.dropbox.com/s/hmao6dlpi9qhi6b/VoxelRaster.zip
Size: 3.19 MB
This technique was also used in the first Comanche games for rendering the terrain.
Most of Wikipedia's information covers Minecrafts version of voxels.
http://en.wikipedia.org/wiki/Voxel
Which I am going to touch up as well with some elaborated information. My method is similar to 3D scanning and what satellites do.
142
General ENIGMA / Skeletal Animation
« on: November 12, 2013, 08:10:29 pm »
http://www.youtube.com/watch?v=MoZlMGU99qk
Well with the advent of Unity2D and all it is going to have like skeletal animation and such, we will probably need to add it as well.
Especially because YoYoGames is copying and pasting everything Unity is fucking doing and now have it on their roadmap.
http://help.yoyogames.com/entries/22906648
Well with the advent of Unity2D and all it is going to have like skeletal animation and such, we will probably need to add it as well.
Especially because YoYoGames is copying and pasting everything Unity is fucking doing and now have it on their roadmap.
http://help.yoyogames.com/entries/22906648
143
General ENIGMA / SVG Graphics
« on: November 08, 2013, 02:09:16 am »
Well I think this has already been on our to do list but we need to add SVG support. I mainly want to bring this up because I also think we should add it for the application/window icon like Qt does, or well not force it, but support it, and we can write an .ico writer to output an Icon file for Windows when you build or something like that.
Cheesedick also found the following repository.
https://github.com/tnovelli/vsprite
But really again, it's not my fault Windows is such an out of date system it can't support fucking vector graphics like a turd.
I have also decided to start the following Wiki page.
http://enigma-dev.org/docs/Wiki/SVG
Cheesedick also found the following repository.
https://github.com/tnovelli/vsprite
But really again, it's not my fault Windows is such an out of date system it can't support fucking vector graphics like a turd.
I have also decided to start the following Wiki page.
http://enigma-dev.org/docs/Wiki/SVG
144
Announcements / Project Mario
« on: November 05, 2013, 05:44:33 pm »I have recently managed to get the Project Mario game I made open source working in ENIGMA. Above are the screenshots of how good I managed to get it.
There are a few anomalies still, zwriteenable causes it not to work in OpenGL3, the start menu's do not render correctly, and there are still collision glitches except now they cause the game to crash.
You can download the latest version from the original topic.
http://enigma-dev.org/forums/index.php?topic=1161
I would appreciate if you guys could download and test this for me to ensure it's working as good as I have got it. You will need to update the engine either by redownloading the Portable ZIP if you are on Windows or updating through git.
It would also help if you guys could modify the settings.cfg configuration file and let me know what the highest FPS you can get is. I get around 150-220fps with a %50 reduction in RAM usage from the Game Maker version which uses 93000 K where ENIGMA uses 40000 K
145
General ENIGMA / Creation Orders
« on: November 05, 2013, 09:42:44 am »Code: [Select]
GameMaker: Stupido
object create
instance create
game start
room create
room start
ENIGMA
object create
game start
room create
instance create
room start
Game Maker 8.1
instance create
object create
game start
room create
room start
Every single one is different, ours is closer to 8.1 though.
146
General ENIGMA / Animated Portable Network Graphics
« on: November 04, 2013, 01:02:41 pm »So while I was working to clean up all this image format handling code of ours I happened to notice this after updating Paint.NET
So it appears APNG is becoming a standard format now, I am so glad, one really nice thing I liked about ENIGMA was APNG, PNG format is master race.
147
General ENIGMA / CD Functions
« on: November 02, 2013, 09:18:03 pm »
I have implemented the CD functions, all of them 100% to the exact same behavior of Game Maker, and I tested everything very very thoroughly. The only difference is that ENIGMA has a higher accuracy with the milliseconds, eg. playback position would be reported as follows.
ENIGMA: 1346, 1380, 1632, etc.
Game Maker: 1000, 1000, 2000, etc.
This was the pull request.
https://github.com/enigma-dev/enigma-dev/commit/ac2ceb4ed2760a82d23bd07fc734faf75222f0fd
Full documentation can be found on the Wiki.
http://enigma-dev.org/docs/Wiki/Disk_Functions
The functions also utilize the same part of the Windows API the original Game Maker ones did, the Media Control Interface. The functions and drag and drop actions are available through the extension by the same name, simply enable the extension and the functions and drag and drop actions should become usable. Also note that these are Windows only.
Not that these functions were rather important just to make sure we don't leave as much as we possibly can deprecated, and nevertheless it is optional, and these old functions help ensure maximum compatibility.
ENIGMA: 1346, 1380, 1632, etc.
Game Maker: 1000, 1000, 2000, etc.
This was the pull request.
https://github.com/enigma-dev/enigma-dev/commit/ac2ceb4ed2760a82d23bd07fc734faf75222f0fd
Full documentation can be found on the Wiki.
http://enigma-dev.org/docs/Wiki/Disk_Functions
The functions also utilize the same part of the Windows API the original Game Maker ones did, the Media Control Interface. The functions and drag and drop actions are available through the extension by the same name, simply enable the extension and the functions and drag and drop actions should become usable. Also note that these are Windows only.
Not that these functions were rather important just to make sure we don't leave as much as we possibly can deprecated, and nevertheless it is optional, and these old functions help ensure maximum compatibility.
148
General ENIGMA / DirectMusic
« on: November 01, 2013, 10:56:17 pm »
This is just to let anybody know, if anyone ever wants to add the MIDI playback support for DirectSound or basically the options for use multimedia player and stuff, also sound_background_tempo you would use DirectMusic.
http://msdn.microsoft.com/en-us/library/windows/desktop/dd551276%28v=vs.85%29.aspx
http://en.wikipedia.org/wiki/DirectMusic
I am not interested in adding it back, just for reference in case any of you want to.
http://msdn.microsoft.com/en-us/library/windows/desktop/dd551276%28v=vs.85%29.aspx
http://en.wikipedia.org/wiki/DirectMusic
I am not interested in adding it back, just for reference in case any of you want to.
149
General ENIGMA / Virtual Keyboard Functions
« on: October 31, 2013, 06:34:08 am »
I found the documentation on them.
http://msdn.microsoft.com/en-us/library/windows/desktop/ms646299%28v=vs.85%29.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/ms646299%28v=vs.85%29.aspx
150
Off-Topic / Game Maker versions 1.4 to 6.1
« on: October 30, 2013, 01:04:28 am »
http://bentibbetts.net/animo/
Just for fun I am going to download some and run them in an emulator.
It is also really funny to notice that Game Maker has not changed much at all since Game Maker 5. It is also kind of funny how 1.4 to 5 all run on Windows 7 except GM6.1
Just for fun I am going to download some and run them in an emulator.
It is also really funny to notice that Game Maker has not changed much at all since Game Maker 5. It is also kind of funny how 1.4 to 5 all run on Windows 7 except GM6.1