Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Goombert

1156
Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 11:09:21 AM »
Yeah but Java has a lot of advantages.

1) It's developed to be cross-platform, so there is no having to rewrite your app in Mono using GTK#
2) Java applications tend to boot faster on average, I've noticed this myself.
3) JavaFX can do 3D and stuff now as well as OGG audio playback.
4) Windows Forms is the only GUI available for C# Microsoft hasn't made a CSS engine yet, JavaFX has one.

1157
Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 02:02:05 AM »
Sorry I made a typo, I meant Oracle or the community, anybody. I was talking about the Java Native Compiler it's the closest thing Java ever got to compiling natively but it is horribly outdated. Microsoft on the hand is developing their .NET native compiler and it's actually functional.
http://blogs.msdn.com/b/dotnet/archive/2014/04/02/announcing-net-native-preview.aspx

1158
Off-Topic / Re: LateralGM ported to CPP
« on: June 25, 2014, 07:16:15 PM »
ed, I still wish someone would get off their asses and make the JNC work though.

1159
Off-Topic / Re: LateralGM ported to CPP
« on: June 25, 2014, 01:32:35 AM »
Weird, I noticed it converted all the Swing controls verbatim. Anyway it would take substantial effort to even build this, what would be more practical is something like a Java Native Compiler, which sadly doesn't exist, but a C# one does and Microsoft is making it. Well Java does have one, but it's outdated.

At any rate, the whole point of a C++ IDE for us to have something efficient, it would be better to take a bottom up approach to writing and developing it so that we can optimize it as we go instead of just gluing everything together as we go.

1160
Off-Topic / Re: LateralGM ported to CPP
« on: June 24, 2014, 10:20:31 PM »
You mean the drag and drop actions? I already rewrote those, C++11 compliant.
https://github.com/enigma-dev/ActionLibraryReader

1161
OGL3 is still in the working phase as we remove the ffp so that it can be ported to GLES for Android etc.

Can you send me the project so I can see if it builds correctly in that system for Windows?

1162
General ENIGMA / Re: Rooms editor 'hidden' secrets
« on: June 22, 2014, 03:50:19 PM »

1163
General ENIGMA / Re: GL3 lights fixes
« on: June 22, 2014, 03:49:10 PM »
Yes that was with GL3, but daz the whole point of removing ffp from GL3 was to make this port easy to GLES, GLES is bascially OGL without the ffp.

1164
General ENIGMA / Re: DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 11:24:40 PM »
lol, views have always been fucked up, I recommend using the ENIGMA specific screen_set_viewport function and controlling them manually

I am going to expand that function later too so you won't have to loop multiples to draw to multiple views, you can do it one draw call, a feature of both D3D and OGL than Studio doesn't even have. People don't listen when people say just about everything in GM is bad. This is why I say it's not even noob friendly.

1165
General ENIGMA / Re: GL3 lights fixes
« on: June 21, 2014, 11:01:22 PM »
On AMD, the start screen appears a-ok for me. I am going to have to request that anymore fixes wait until I get my pull request merged as I've fixed some things with ortho projections.


1166
General ENIGMA / Re: DX9 UPDATES: DX9 display reset fixed!
« on: June 21, 2014, 11:00:41 PM »
Yes I am glad you found that I thought the problem was much much bigger. Important to note however that display reset is actually occurring 2x and I have fixed it in my pull request also. It will also error and crash if you have surfaces, the fix for this is also in my pull request. And unlike GM8.1 it won't clear your surfaces, they are backed up to system ram before the reset occurs, something they didn't fix in Studio until they implemented ANGLE.

1167
Off-Topic / Re: Sound Editor (MIDI)
« on: June 21, 2014, 08:41:02 PM »
daz, I'm going to have to go ahead and disagree with you, RadialGM redid all of LGM's interface, and it's still there waiting for functionality to be added.
http://enigma-dev.org/docs/Wiki/RadialGM

1168
General ENIGMA / Re: GL3 lights fixes
« on: June 21, 2014, 06:57:10 PM »
daz, it's the same way with GLES and DX10/11 you have to write pretty much everything yourself. The only thing is it usually comes out faster. But we can work out the kinks later, at least now we can do embedded systems.

1170
Developing ENIGMA / Re: Command Line Interface
« on: June 20, 2014, 11:45:30 PM »
Quote
THIS IS SO WONDERFUL ROBERT! If we didn't live on the opposite coast of the US I'd totally go gay and fall in love with you. (Just an expression to make a point - you're such a really great friend) :D :D :D

I know I am, but also I got the basics laid out for loading GMX and I have it parsing the # of rooms and their captions. Just a bunch of copy and paste work to redo the LGM version. Other than that only fonts need worked out, I'll need to make LGM write font textures to the GMX format which requires writing them the way they do, which will need reformatted into our way. We use less variables to store glyphs than they do.