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Messages - Goombert

2866
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

2867
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.

2868
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.

2869
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 24, 2013, 03:10:23 PM »
Forthevin:

4) No, they let step events happen at 60hz and drawing happen at 30hz or vice versa.

2870
Announcements / Re: Huge speed increase
« on: May 24, 2013, 03:08:57 PM »
Forthevin, I have confirmed if you attempt to set it to 0 in the room editor, it will just revert. Now setting it to 0 where I was setting it to 1000 in obj_gamestate create event will uncap it and give the above results.

2871
Announcements / Re: Huge speed increase
« on: May 24, 2013, 04:01:35 AM »
After adding the uncapped using a process priority lower than Game Makers, I was able to churn out 8000 objects each one drawing its own cube with 2 extra triangles per cube or 16000 extra triangles at a solid 90fps...


I will rewrite this again in the morning to use a single object drawing them all as one batched model  (Y)

2872
General ENIGMA / Re: NaturalGM Object Editor
« on: May 24, 2013, 02:03:00 AM »
TheExDeus, yep I know exactly what you are talking about.

2873
Announcements / Re: LateralGM Update
« on: May 24, 2013, 01:59:21 AM »
I have fixed the Null Pointer Exception gra, please download the new jar file...
https://www.dropbox.com/s/zwtpe77h0j9c2eq/LateralGM18.zip

Let me know if the issue persists or not.  (Y)

2874
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 24, 2013, 12:51:50 AM »
Least YoYoGames managed to code a stable update loop, where as you can not.

Edit: After adding the IQ test using a process priority lower than Game Makers, I was able to churn out 8000 objects each one drawing its own cube with 2 extra triangles per cube or 16000 extra triangles at a solid 90fps...


I will rewrite this again in the morning to use a single object drawing them all as one batched model  (Y)

2875


Looks like your trying to bend a spoon with your mind Josh, want some help with that?

2876
General ENIGMA / Innacurate Framerate Counter
« on: May 24, 2013, 12:28:47 AM »
Yah I think it is suffice to say I as well as many others have a few discrepancies regarding the frame rate counter.

1) The darn thing is so inncarute, it would be a better measure to use a random number seed to generate the proper count
2) Everybody who tries ENIGMA asks the same question, why does an empty game run at only 53 fps? Because its not doing anything, make it draw something. Why are 1000 objects in Studio faster? Because its not doing enough make it 100,000 objects.  :(
3) It is horrible for when you are developing a game, take for instance when I was programming Project Mario. I knew that when I added particle effects my fps took a hit of 30fps, in ENIGMA it would probably go from 53 to 78fps because its alloted more CPU time, this is just stupid, there is no way then to accurately compare, and I for one can't work without it
4) A lot of Game Maker users I know will set_automatic_draw(false); then implement their own redrawing timer to lock draw events to 30fps and let the rest of the time go to updating, so you'd have perhaps 73 step events per second and 30 locked draw events, this is going to cause serious inconsistencies
5) Most game engines like Unity3D completely unlock the framerate and let vsynch catch, not even possible with ENIGMA, because ENIGMA may just decide your game does not need more than 53fps

Unity3D Reference 1
http://answers.unity3d.com/questions/15574/fixed-frame-rate.html
Unity3D Reference 2
http://forum.unity3d.com/threads/4607-Locking-the-framerate

If anything we need to have the option to uncap it if we want and control the CPU usage ourselves from Global Game Settings like you can in Game Maker, at least there I used to have control, but ENIGMA wants to just assume that every game runs at the same framerate, ignoring any other implications of testing and design of a game in the works.

2877
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 24, 2013, 12:03:28 AM »
Ahhh thank you forthevin, thats what I had assumed.  (Y)

2878
General ENIGMA / Shader Factory
« on: May 22, 2013, 08:59:15 PM »
I find the programming concept for shaders of Blender quite intersting and somewhat better that Drag and Drop and think this would also be something for us to look into. You basically can connect input and output to combine various textures and materials to get effects you are looking for.




Thoughts guys?

2879
General ENIGMA / Re: NaturalGM Object Editor
« on: May 22, 2013, 07:50:23 PM »
Yes it is just a prototype Dark  :D The widgets are resizable, and action list editor is a closable dock widget.  (Y)

2880
General ENIGMA / Re: Critical Change, Function Renaming
« on: May 22, 2013, 07:48:27 PM »
Yes Deus however in the new graphics system they are using Vertex Buffer Objects. That creates the problem there because when you pack the vertice data into the VBO it gets sent to the GPU and is then cleared. Now the polygon functions I have already added to my version of Box2D, as you know we have two extensions now. The shape functions are used for building the various polygonal collision objects and stuff within the world. I was just proposing the idea of making them drawable, and all inclusive. And there has got to be a way of modifying a VBO or how vertex data is stored so that a z value is not even passed, I can't think of why there would not be. But I am only proposing dropping d3d_* in the future really, because d3d_model_draw is not consistent with draw_sprite and other draw_* functions. If I am wanting to draw a model then I darn well need to know wtf models are and prefixing them with extra characters that I don't need to waste my time typing always, is not going to help me, in fact a clear abmiguation would help me more to see that their is in fact a difference.