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Messages - Goombert

2491
Off-Topic / Re: So uh. . .do I belong here?
« on: August 31, 2013, 04:31:32 PM »
Your comments are much appreciated, positive feedback from the community is both a combination of enlightening and motivational for our developers. We try to create a community here with basic principles of openness and freedom of speech because many of us believe in these ideals ourselves and we take great pride in how we run things here.

I was going to start launching Youtube videos however I took the one down I uploaded until I finished my high performance mesh batching system for Direct3D and OpenGL which in OGL 3 outperforms GameMaker: Studio with 1/4th the ram usage and 100 more frames per second.

But we are glad you feel welcome, and most of the squabble is just because we are all friends most of us are in our 20's so we are young people and just generally what our attitudes and behaviors reflect, but we do try to maintain a professional image, with the forum board and our IRC usually everything goes. Also you are certainly welcome to contribute to the Wiki there exists a tutorial section where you can add your own articles.

2492
General ENIGMA / Re: Everything Is Good Now
« on: August 31, 2013, 04:25:24 PM »
Yes we like transparency and freedom of speech here.

2493
General ENIGMA / Re: Everything Is Good Now
« on: August 31, 2013, 02:35:11 PM »
I am getting to it, I still have other things to fix in that area.

Harri, if you like you can go ahead and start adding shaders to improve the performance of OGL3, that is why I added the shaders folder a long time ago, our plans however are to integrate the CG shader compiler, so you might want to wait.

2494
General ENIGMA / Re: The Times They Are A Changin'
« on: August 31, 2013, 06:59:38 AM »
Alright guys I am pretty much finished I am just cleaning up a few things and resolving warnings this will be merged later on today. And the winner by far out of all of them is....


OpenGL 3!!!!!!
OpenGL 3!!!!!!
OpenGL 3!!!!!!

Edit: It is now ready to be merged...
https://github.com/enigma-dev/enigma-dev/pull/374
I also added the postfix ARB to OpenGL 3 model calls so that people with OpenGL 1.5 capable graphics hardware including polygonz should be able to use the newer graphics system, this was a huge fault in some earlier Intel chips.

Greg ran a test on Linux and this is what he got, but keep in mind he has very good hardware...


Also the DirectX version is slow due to an issue with sprite batching I can get it up to 310 if I don't let it interfere with drawn models, I am searching for the fix.

2495
Yes even big ones if you check the one topic under General Enigma, I have written an extremely highly efficient model batching ready to be merged...


And shaders are now an internal resource.

2496
Issues Help Desk / Re: corrupt
« on: August 31, 2013, 01:13:54 AM »
This happens if you save a GMK created in the new version because it is attempting to save shaders, I have not finished it yet, the GMK saving is supposed to just ignore shaders, for now just save to EGM.

2497
Hey that is awesome intygamer, I am really sorry I can't give feedback as often, I am really really busy,  (Y)

2498
Sorry, nobody has updated the package for LateralGM in the install.py script since I added shaders. Please get the new LGM and patch your installation here...
http://enigma-dev.org/forums/index.php?topic=1245.0

2499
General ENIGMA / Re: Compiling from source
« on: August 30, 2013, 02:40:48 AM »
@polyass delete the file if it exists

and somebody fix that fucking compiler as Harri just fucking pointed out its causing random segfaults now, I am getting them too.

2500
General ENIGMA / Re: The Times They Are A Changin'
« on: August 29, 2013, 08:59:53 PM »
Well see Harri it would be useful if he would tell us what demo it was that he tested. And here is another thing, when I ran this from Studio 1.1 I got maximum 60fps or so, when I switched to 1.2 is when it went up to 240 some, so if that is the speed increase he is talking about, haha, I am sorry but they are going to have to try a little harder, because I clearly beat them.

Quote
There are several "performance bottlenecks", of which one of them is the pushing speed of data to the graphics card. When you call a OpenGL function, it will either calculate on the CPU or on the GPU (graphics card's processor). The GPU is optimized for graphics operations, but, the CPU must send it's data over to the GPU. This requires a lot of time.
That is why we are dropping call lists in favor of arrays. Cubes demo ends up well of 500,000 K ram usage with a fucking call list, this will make things better for people like polygonz who are stuck with shitty graphics hardware.

2501
General ENIGMA / Re: The Times They Are A Changin'
« on: August 29, 2013, 12:49:40 PM »
Well it is the same speed as those old call lists ran, but it doesn't hit a limit or fuck up memory like they did, and wait until I add the indexing over to it as well it should be running games faster than those call lists. I will post back with its benchmark as well when it does the actual index batching.

2502
General ENIGMA / Re: The Times They Are A Changin'
« on: August 29, 2013, 10:15:58 AM »
Yes DaSpirit, and what are you trying your LLVM test on a for loop? If not you should try it on this specific demo since it is doing nothing more than calling d3d_model_draw, not to mention I have yet to add indexing.

2503
General ENIGMA / Re: The Times They Are A Changin'
« on: August 29, 2013, 07:24:46 AM »
Thanks, I will run tests for you later, I was up all night writing that and I need to get breakfast, etc. I still have like 1 or 2 things to fix, mainly d3d_model_cube, we can also add multitexturing to this mesh class. And yes harri, I did have to apply a fix to texture_set_stage() I really can't remember, just look at my commit I will check later and post back. I will later post my demo with bumpmapping and other shaders.



It also no longer matters how shitty you code the basic shapes, will be the same for DirectX since the batching will handle optimization for you. Also, Harri did you notice in ENIGMA its more anti-aliased? Are you guys setting those in the graphics system as default? I guess you were right they must just have never worked cause Linux blows, glad to be back on Windows.

2504
General ENIGMA / Shaders
« on: August 29, 2013, 06:16:48 AM »
I rewrote all of ENIGMA's model batching last night to do some kickass batching. OpenGL 1 now uses this class and OGL 1.0 support is dropped minimum is now 1.1, as those have vertex arrays allowing me to use the same class and not be forced to use call lists which are slow as dog shit and bloat the ram they can't even handle big models. Anyway, I have programmed model batching not even that efficiently and it still whomps Game Makers ass using the fixed function pipeline.

The commit I am working on is available on Git, but I am not quite ready for it to be merged, when it is your games with models should have a huge performance increase.
https://github.com/enigma-dev/enigma-dev/pull/374

ENIGMA OpenGL 1
Ram Usage: 135,000 K
FPS: 25

GameMaker: Studio
Ram Usage: 180,000 K
FPS: 240ish

ENIGMA Direct3D 9.0
Ram Usage: 137,000 K
FPS: 260ish

ENIGMA OpenGL 3
Ram Usage: 59,000 K
FPS: 320ish

OpenGL 3 kicks studio's ass by a whopping 100 frames per second on their own fucking demo...


GameMaker: Studio sucks donkey dick, slower than a fuckin snail...


Direct3D 9.0 is a really shitty graphics API but still beats Studio a little bit...


OpenGL 1 graphics are still slow but at least thanks to my new batching they can handle some models without killing over and bloating the ram.


The memory usage of OpenGL 1 running their demo was almost half of what Stupido was using...


Direct3D 9.0 is really out of date, and too bloaty of an API...


I wish this software would die a miserable death...


OpenGL 3 uses 1/4th the ram Stupido does...


And the first one now, will later be last....

2505
General ENIGMA / Re: Everything Is Good Now
« on: August 28, 2013, 08:03:32 PM »
;_; I didn't test it? I always test it, and everything I commit, especially that zip I sit and reextract when I finish applying patches and make sure each time it goes all the way through a compile for me.