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Messages - Goombert

2641
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Ahem, but can we release our games as closed source without breaking the GLP?
You will have to ask Josh about that.
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Seems like this topic shows up a lot recently... Any news?
I almost got texture binding fixed on models, I am working out a few kinks right now. I don't update this topic other than to update the status of implemented features in the original post.

2642
Issues Help Desk / Re: Unable to load library 'compileEGMf'
« on: August 05, 2013, 08:31:31 AM »
How did you attempt to launch ENIGMA, you did double click enigma.exe from the extracted zip right? You can't run it from a terminal with that installer.

2643
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Maybe Robert can as he likes 3D stuff.
Sure, if he doesn't want it for lighting and just occlusion like in his screen, but if he needs perpixel lighting like in your animation, I need hold off and do some other things and then shaders.

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That screenshot is from a quite popular rogue style game Teleglitch. And there is rarely a "right way" to do anything. If you can get the same performance otherwise (like in this case just using geometry), then it is the right way as well.
Agreed, but if you want it like you say for lighting, that still requires a perpixel fragment shader unless you want to bump up the geometry.

2644
General ENIGMA / Re: ENIGMA for classroom?
« on: August 05, 2013, 04:42:11 AM »
Which of one of those examples exactly was it that broke? There are several in there, and there might be a few that I did not get working exactly correctly. Also any graphical anomalies with Game Maker games in OpenGL is being resolved with our new DX graphics system.

2645
My suggestion is to take a look at this example...
http://enigma-dev.org/edc/games.php?game=28
Provided it has not been broken recently XD

And whatever the hell you are making, it looks cool. The right way to do it though is using shaders, which are not quite completed yet.

2646
General ENIGMA / Re: ENIGMA for classroom?
« on: August 04, 2013, 10:41:39 PM »
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1. Is it OK to use it in the classroom?
Yes our licensing even provides an exception for you to commercially sell your games made with the program. Although we have not quite yet finished with this exemption, so we have not finalized it yet. For more information...
http://enigma-dev.org/docs/Wiki/License
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2. Is it stable enough for basic usage, for 2D games?
I would say so for novices, we just have a few quarks like event inheritance not finished yet, but usually novices won't jump right into learning that. But we already have several games that work in ENIGMA...
http://enigma-dev.org/edc/games.php?action=list
A few tutorials on our Wiki as well...
http://enigma-dev.org/docs/Wiki/Tutorials:Official
We have also made installation very easy in that you simply need to extract a zip folder and can launch the software, to uninstall you simply delete the folder that was extracted. It is portable enough to be taken around with you on a flash drive.

We can also assist you further if you have any trouble with installation or usage.

2647
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When you changed float to gs_scalar you actually reverted the ARB change (so people on intel cards can use it) and .png saving among other things.
That was what the merge conflict was about now that I remember, but if I recall Harri, I went to github and copied the function over from the main repository exactly as it you committed it. If it is not the same, then please commit it again.

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once I have built the plugin from source and replace the current version of the plugin,
Yes, I am working on getting the LGM with the classes uploaded for you forthevin, I have been having problems with my internet for like 3 months now, and Verizon refuses to fix it. I get upwards of 40% packet loss, so uploading always times out for me and stuff, I will let you know when I have a successful attempt at uploading it.


2648
Yes they are actually, we have TCPIP, UDP, FTP, and HTTP functions. Only the net_* ones work and they are all documented as well. I have not wrapped them to Game Maker Studio's network_* functions yet however, and I have not written buffer_* functions for sending packets. So you have to send raw data as a string for now, eg. "x:5y:10," is how I send them in my one network example I have. I will finish them when I have time, I've been busy with DX and other things.

http://enigma-dev.org/docs/Wiki/Network_Functions

They require the curl headers for the http function which can query a web page, I am thinking of dropping that function though in favor of people not having to install any headers for networking, because our networking was written using Berkeley Sockets by IsmAvatar and I merged them into ENIGMA.

2649
General ENIGMA / Re: Model Index Buffers
« on: August 04, 2013, 07:19:51 AM »
Oh I see, yes, ok.

2650
Cool shit inty! I was actually going to write a pong example for our networking, how would you feel if I used your game here when I write the networking example?  :)

2651
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 03, 2013, 06:59:18 PM »
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That is what this topic was all about.
I know :(
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I don't really plan to work on model functions all that much, so if you are willing then you can do that. I don't use them. My goal is to make ENIGMA not use any deprecated functions (when ran trough gDEBugger) when drawing a simple 2D game. This would make GLES port a lot easier to make.
Yes agreed, Direct3D9 I can't even find the constant for a triangle fan, it is really best to just triangle lists everything with multitexturing and stuff. When I get time I will sit down and do it.

2652
General ENIGMA / Re: Model Index Buffers
« on: August 03, 2013, 06:56:31 PM »
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And you must change d3d_model_vertex() to pass bound color and alpha.
What?

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While at the same time having two different spellings of color.
I hate those stupid dutch bastards, they have made it literally impossible to figure out there new shit, the majority of everything Studio has added is so clusterfucked and perplexed beyond reality. But anyway, I am still interested in it because it is multitexturing capable, so I am thinking to just remove my added functions accept for d3d_model_index

2653
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Week ago Robert actually reverted the surface changes
What surface changes? A week ago I tried to add a multisampler surface.

2654
General ENIGMA / Re: Model Index Buffers
« on: August 03, 2013, 09:11:24 AM »
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It was me in the last VBO commit. The reason why I added that is because we at least need to rename them to d3d_add_vertex() and d3d_add_index() and so on. The color compatibility change (discussed in the other topic) just break this as it is. When you do d3d_model_vertex() then it automatically fills color buffer with the bound color and so if you do d3d_model_color() afterwards, then it just break the whole thing.
Yes, we are going to have to remove all those functions I added except the index one, go look at how I had to write the D3D9 model class and you'll see why.
https://github.com/RobertBColton/enigma-dev/blob/master/ENIGMAsystem/SHELL/Graphics_Systems/Direct3D9/DX9model.cpp
This is why we need to just implement Studio's new vertex format and vertex functions for special model formats that can accommodate animation, multitexturing, and be passed to shaders.
http://docs.yoyogames.com/source/dadiospice/002_reference/shaders/vertex%20formats/index.html

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They are already used in the sprite drawing now.
Yes but I meant a function for the end user of ENIGMA to add indexing to their d3d models.

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Well apparently the comment worked. I didn't think of it being a big deal so I didn't make a topic. Basically it was a "TODO: THIS DON'T WORK" kind of comment.
It's cool, I just would have preferred you to make a topic about something like that for us all to discuss, because it did need discussed anyway.

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This is how it's done in GL3shapes now. We could maybe give that plane2D_rotated(gs_scalar* data) function to enigma_user. But I get why functions like that could be useful.
I don't think you get what I mean, I am also wanting to add a surface_get_data() function which returns a pointer to an array of color data for surfaces. This avoids things like passing shit one at a time, eg. surface_getpixel()


I would also appreciate if I could get you to merge my pull request Harri...
https://github.com/enigma-dev/enigma-dev/pull/291

2655
Proposals / Re: GL3 changes from immediate to retained mode
« on: August 03, 2013, 07:39:41 AM »
Well see now we are going to have to implement those FVF functions from Studio and wrap the old ones like Josh said. Because, I was writing the models into DX and got them working, but I had to make each vertex take color and alpha and shit even when not passed. At least it would allow us to do multitexturing, and then we could deprecate those immediate mode style functions I added. While we're at it, we also need to deprecated quads as a primitive type for models.