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Messages - Goombert

2491
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.

2492
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.

2493
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.

2494
Hey that is awesome intygamer, I am really sorry I can't give feedback as often, I am really really busy,  (Y)

2495
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

2496
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.

2497
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.

2498
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.

2499
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.

2500
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.

2501
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....

2502
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.

2503
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

2504
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.

2505
Announcements / Re: Shader Resources
« on: August 28, 2013, 12:55:32 PM »
@TKG, whatever you are doing you are not on the latest version of ENIGMA, did you get the zip or did you just update LGM's jar file? You need to update using git or just reextract the new ZIP, I can tell you have the new LGM but old engine because if it were the new engine it would have outputted something similar too...
Quote
Copying script names

Copying shader names [5]  <------------ Ya thats not in your output window