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Messages - Goombert

2851
Announcements / Re: 1,000,000 Cubes
« on: May 26, 2013, 12:40:35 AM »
It is ok do not feel bad, were not going to leave ya in the dark.were just leaving era of when computers did not have all this hardware acelleration, now a days they are putting them in your toasters, and %25 of Steam users still don't have the capability either, so ENIGMA intends to remain backwards compatibility with older OpenGL versions until it is no longer an issue. But anyway, you most likely wouldn't even be able to run GM:S in that case, it has much higher system requirements without backwards compatibility.  (Y)

2852
Announcements / Re: 1,000,000 Cubes
« on: May 25, 2013, 11:59:49 PM »
Well you see Intel has a history of bad OpenGL support. It would be better if you could run the Glu test found here...
http://glew.sourceforge.net/

Then I would know exactly what your graphics card supports and what it does not as far as OpenGL. And that has nothing to do with you being able to run other projects, they all use OpenGL1 features, OpenGL3 does things differently and offloads most of everything to the GPU and graphics card, and all the GLSL stuff and what not.

2853
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 08:14:57 PM »
No it is not necessary Josh, I was only bringing it up so that everyone knows for the sake of compatibility, some GM people have done it. And as stated before I like uncapped framerate for a comparative measure during development of my games, so I am satisfied my self tbh.

2854
Announcements / Re: 1,000,000 Cubes
« on: May 25, 2013, 08:12:00 PM »
TheZombieKiller, you may not have support on your graphics card for OpenGL3, are you on Windows?

2855
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 05:55:12 PM »
forthevin, I really don't care I don't need it, but this goes back again to the fact that physics simulations generally run at a different frequency, I just wanted you to know that some Game Maker games do it.  (Y) Rarely though I should mention, you don't see it very much if at all.

2856
Announcements / Re: 1,000,000 Cubes
« on: May 25, 2013, 10:33:34 AM »
I have commited this and Josh says it works on Windows and it works fine on Linux for me, so just waiting for someone to pull it.  (Y)

2857
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 25, 2013, 09:41:44 AM »
Done. And no need to thank us forthevin, just help me get that OpenGL3 graphics system workin on Windows :P

2858
General ENIGMA / Re: NaturalGM Object Editor
« on: May 25, 2013, 09:15:42 AM »
forthevin, yes, but not funny like you think, I did it because Josh likes to call everyone idiots while he argues with them in IRC, I try telling him that doesn't make polygonz any less moronic, it just makes him defiant  :D but no this was my solution to just get them to stop bickering over its design

ExDeus, very funny, HAHA :P

2859
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 09:11:10 AM »
... no forthevin, people do it manually; you set_automatic_draw(false); then add a delta timer and in your step event manuall screen_redraw or event_perform the draw events, for instance 70step events a second and 30fps draw events a second. You don't get it? People do it in Game Maker to allow more time for logic instead of drawing.

2860
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 25, 2013, 08:32:21 AM »
Here is a x64bit Linux executable for anybody to lazy to compile...

Download: https://www.dropbox.com/s/37w694x34lmk0ts/fps_logging
Size: 1.37mb's

OS: Ubuntu/GNU + Linux
Release: 13.04 Raring Ringtail
Graphics Capability: DX10/11 & Shader Model 3.0 and OpenGL3 with GLSL 3.0
CPU: Advanced Micro-Devices AMD x64 Quad Core at like 2.1 GHZ or something

Here are my results...
Code: [Select]
room_speed: 10, fps: 10
room_speed: 30, fps: 30
room_speed: 45, fps: 45
room_speed: 60, fps: 60
room_speed: 100, fps: 100
room_speed: 200, fps: 200
room_speed: 500, fps: 500
room_speed: 1000, fps: 967
room_speed: 2000, fps: 984

2861
Announcements / Re: 1,000,000 Cubes
« on: May 25, 2013, 08:31:27 AM »
No it is not something is wrong with the makefile for Windows, me and forthevin are looking into it.  (Y)

2862
Announcements / Re: LateralGM Update
« on: May 25, 2013, 01:01:24 AM »
Your Java version is out of date my friend.

Code: [Select]
owner@owner-Aspire-M3470G:~$ java -version
java version "1.7.0_17"
OpenJDK Runtime Environment (IcedTea7 2.3.8) (7u17-2.3.8-1ubuntu1)
OpenJDK 64-Bit Server VM (build 23.7-b01, mixed mode)
owner@owner-Aspire-M3470G:~$

Edit:
Hey thats wierd o_O I just had to refork ENIGMA and got the exact same bug, it wouldn't download the jar files, I had to wait a bit. I'll need to investigate this.

2863
Announcements / Re: 1,000,000 Cubes
« on: May 24, 2013, 11:00:44 PM »
polygonz, Game Maker: Studio has a 16bit depth buffer, ENIGMA uses 32bit

2864
Announcements / 1,000,000 Cubes
« on: May 24, 2013, 07:02:59 PM »


As you are all aware we are boosting the performance of the OpenGL3 graphics system, doing a simple test with 100^3=1,000,000 cubes with a GLSL shader and other techniques at a solid framerate. Download and see for yourself!  :D

Download: https://www.dropbox.com/s/n7nop33tvq47upx/Hardware%20Performance%20Evaluator.zip
Size: 6.74mb's

***** Instructions *****
1) Go into obj_gamestate and look for where I load the two shader scripts, modify the string value to the exact path to the files on your computer
2) Go to the main menu bar of LGM select ENIGMA->ENIGMA Settings and change graphics system to OpenGL3
3) Hit run, and be amazed

If you encounter an error, you likely don't have a capable graphics card support GLSL or Vertex Buffer Object's and other things provided by modern OpenGL and game engines. Or it could also be that you haven't updated ENIGMA anytime soon. At any rate this is a good time for me to remind everyone that when it comes to modern game graphics it is best for everything to be sent to the GPU and to minize draw calls as much as possible, this includes using a single model containing many basic shapes versus many objects with few basic shapes. Batching things, and minimizing interruptions to the graphics pipeline will seriously optimize your games performance, I can only do so much in the engine.

2865
Announcements / Re: LateralGM Update
« on: May 24, 2013, 04:55:00 PM »
IsmAvatar, no you didn't listen to gra, he said when he adds a code action then opens it and closes the object frame it gives another NPE, I assume because the object frame is disposed of before the Action frame. That is not a regression and is therefore not my fault, I checked the dispose of the object frame and it does not dispose of action frames, so I do not know.