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Topics - Goombert

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General ENIGMA / ENIGMA Settings and OpenGL Graphics System Merge
« on: October 23, 2013, 05:15:54 AM »
I just want to prod everyones thoughts on merging OpenGL 1.1 and OpenGL 3 together into one graphics system. This can be done simply by implementing compatibility mode settings such as software vertex processing that can easily be toggled by simply switching off to vertex arrays which I can do rather easily and would eliminate having duplicate code but make our graphics system backwards compatible.

When the FFP is rewritten to GLSL/HLSL I can simply add another option to set the shader model compatibility level. What does everyone think about this?

Also, I am thinking of changing a few things around and making this ENIGMA settings a little more complete such as better layouts because right now the frames eyaml file makes it look like shit, and also adding maybe like tab support or something, because really there will be other graphics, collision, and audio settings and I think these 3 systems should each get their own tab.

General ENIGMA / ISO C99 Scalar Boolean Casting
« on: October 23, 2013, 04:28:24 AM »
Well it appears we need to get on this. Basically I don't why Josh, you think that negative numbers are not boolean true, according to C99 ISO any integer value that does not equate to 0 is boolean true when cast.

When any scalar value is converted to _Bool, the result is 0 if the value compares equal to 0; otherwise, the result is 1.

So my question is basically this, what is wrong with our compiler that it is not working for collision functions that return -4 (noone) ???

Also, Studio does continue this behavior from the earlier versions of Game Maker as I have tested the following code which does show a message box with -4 in it.
Code: (EDL) [Select]
if (noone) {

I only began questioning this after looking at the following code from a tutorial game that comes with Stupido I got running now that I added event inheritance.
Code: (EDL) [Select]
first_instance = collision_line(x, y, xx, yy, obj_Col_Parent, true, true);

if first_instance != noone
    dx = xx - x;
    dy = yy - y;
    while (abs(dx) >= 1 || abs(dy) >= 1)
        dx /= 2;
        dy /= 2;
        instance = collision_line(x, y, xx - dx, yy - dy, obj_Col_Parent, true, true);
        if (instance != noone)
I only got curious because for some reason they took the extra precaution with the result of the collision functions. I am really failing to see something here.

Here is a picture of the game...

I just ran this same test in ENIGMA and I get the expected results. So what exactly is the issue with the collision functions again and why they don't behavior properly as the result of negative values?

General ENIGMA / Angular Unit Functions
« on: October 12, 2013, 01:30:23 PM »
I have made a further attempt at eliminating casting. Most of the API's we use internally use radians, not degrees, so I decided to implement a macro to the universal system scalars that can be easily changed and used to switch entire systems between degrees and radians. Please use these functions, as I have added them to Box2D extensions already, anywhere in the engine that a function takes degrees or any sort of degree/radian conversion occurs.

The angular unity macros can be found in this file.

General ENIGMA / Basic Shape Normals
« on: October 06, 2013, 11:12:15 PM »

Just wanted to update you all, I have added normals to all basic shapes in all graphics systems, and yes ellipsoids, they are now all efficiently batched and rendered.
The following pull request contains my changes, simply wait for it to be merged before updating.

I am still working on the icosahedron function. An icosahedron is used in computer graphics to perfectly texture map a sphere and for representation of planetary scale maps.

Off-Topic / 0 A.D.
« on: October 06, 2013, 03:16:49 AM »
I don't know if many of you have seen this or not but it is basically a free and open source remake of the original Age of Empires, except with modern HD graphics and very big largely detailed maps. I have already had a chance to play it while it was early in development and it was already really stable and fun then, but the game is now nearing completion and I have once again picked it up for another play through.

I definitely recommend you guys head over to their site and try it out, they did an absolutely brilliant fucking job with it.

Platforms: Windows, Linux, Mac

Off-Topic / SteamOS
« on: September 25, 2013, 12:15:22 AM »

Off-Topic / Blitz Monkey
« on: September 21, 2013, 04:52:16 AM »

Monkey is a next-generation games programming language that allows you to create apps on multiple platforms with the greatest of ease.

Monkey works by translating Monkey code to one of a different number of languages at compile time - including C++, C#, Java, Javascript and Actionscript.

Monkey games can then be run on potentially hundreds of different devices - including mobile phones, tablets, desktop computers and even videogame consoles.

Monkey saves you time and allows you to target your apps at multiple markets and app stores at once, potentially mutiplying sales several times over.

Exports to:
Features: Monkey, Monk IDE, Mojo for Android + iOS (iPhone, iPad, iPod Touch) + Windows Phone 8 + Windows 8 + GLFW (Windows, Mac, Linux) + XNA (Xbox 360, Windows Phone 7) + Flash + HTML5, documentation, samples

Price: 100$

Recently tried it myself, it is very nice, their IDE is in Qt as well. I would use it over Studio as well, has classes real object orientation, etc. 3d all that shit.

Third Party / LibMaker
« on: September 20, 2013, 12:03:10 AM »

This is the action library maker for LGM. It is compatible with regular Game Maker action libraries and LGM's LGL format.

More Information:

To modify the default action libraries you need to obtain the latest version of LateralGM's source code from GitHub, and you will need to rebuild the jar with the Eclipse IDE. If you simply intend to create a new action library, create a folder called "lib" next to "lateralgm.jar" which is in the folder "enigma-dev" on Windows, and put the LGL file there.

More information on the LGL format is available on the Wiki, it has up to a 10x file size reduction over GM's format.
A GPL v3 licensed C++11 compliant library for reading LGL's and LIB's is available on GitHub.

General ENIGMA / Math Functions
« on: September 18, 2013, 06:21:15 PM »
Game Maker returns floating point precision for dot product functions, ENIGGER returns double precision. Don't know what Josh thinks about this since last time we talked about it he said all the internal C functions use double precision, so idk.

General ENIGMA / Views Fix
« on: September 15, 2013, 04:49:26 AM »
<freezway> secondly, line 271 of GSscreen.cpp in the gl1.1 version needs to be glViewport(view_xport[vc], view_yport[vc], view_wview[vc], view_hview[vc]);

General ENIGMA / Font Add and Runtime Fonts
« on: September 12, 2013, 08:54:23 PM »
Ya font_add crashes, most likely cuz it never packs or renders glyphs. Canthelp was discussing this before with his python IDE rasterizing a font to hand to ENIGMA like the plugin does. ENIGMA needs to be able to render fonts itself.

Code: [Select]
font_add_sprite_ext(spr, string_map, prop, sep);
Also needs some thought because it takes a string that maps the characters to the glyphs.

General ENIGMA / Can I have commit access?
« on: September 12, 2013, 02:41:51 PM »
Srsly, you guys, it would help if I could organize the bug tracker better and not have to nag you guys all the time in order to fix merge conflicts I tend to work at a much higher pace than everyone else.

General ENIGMA / House Effects Demo
« on: September 10, 2013, 05:27:17 PM »
I don't know if anyone noticed but that thing won't even compile now.

Tips, Tutorials, Examples / Multitextured Terrain Example
« on: September 09, 2013, 01:25:02 PM »

This is for a game I am making, enjoy!

Size: 1.71mb's

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