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Messages - Goombert

796
Off-Topic / Re: DX12 Is it all hype or is this the holy grail of DX!
« on: October 06, 2014, 05:27:58 AM »
DX12 is just doing the same thing AMD's Mantle API is doing.
http://www.amd.com/en-us/innovations/software-technologies/technologies-gaming/mantle


797
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 08:13:18 PM »
TKG, I am aware of the built-in limits, but are you saying that you literally can't even get out of that sandbox with extensions, like, at all?

798
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 08:12:23 PM »
Ok thanks! I can't really test without my old Windows 7, could just be stuff disabled from my boot for me, but regardless it feels faster to me but that's circumstantial.

799
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 07:12:24 PM »
TKG, oh wow that's funny, they think someone will hide the window and create a new virus one or something lol. Newsflash, they can still do it with create window, and it's not something they couldn't just do in C++ without GM. I can guarantee you it would work with ENIGMA.

800
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 06:26:38 PM »
How'd you fix it?

801
Off-Topic / Re: My Windows 10 test results here
« on: October 05, 2014, 05:08:38 PM »
Quote from: Darkstar2
* YES FOLKS ENIGMA works in windows 10 !  After installing JAVA of course which took seconds.......Ran without a problem! did not complain of any missing files or dependency.
Could you get a picture of a resource editor? I am curious if the look and feel with MDI frames has improved or if it still looks like shit.

But also I think they meant about the task manager, I doubt it has changed from Windows 8, but from 7 yes it did.

802
Programming Help / Re: Packing bits
« on: October 05, 2014, 05:00:29 PM »
Did you look at how we pack color_t? You would also have to change the stride any everything Harri, did you change and fix all of that?

803
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 05, 2014, 04:58:39 PM »
Yes don't get me started either, Bush created the drone program. Clinton signed Glass-Steagall deregulating the banks, Bush expanded Housing and Urban Development giving poor people homes they can't afford, both crashed the economy, and Obama hasn't done anything to fix it.

804
Developing ENIGMA / Re: Unstable master?
« on: October 04, 2014, 08:45:39 PM »
Quote from: Darkstar2
I seem to remember some talk about surfaces back at GM, it was not a popular option and people complained of very noticeable slow downs on their mobile port,
and even on windows, I'm quite sure I remember reading about some cons of using surfaces, even for windows export.  Luckily at one time this was optional, but now GMS uses it by default.  Would it be made optional in ENIGMA or forced as in GMS ?
Yeah I know what you are talking about and I was thinking about just that. I really don't understand how it could slow down unless they were doing something wildly wrong. You see just creating the surface takes some more RAM, obviously, but then when you render your game you're rendering at a smaller resolution, so explain to me how that causes it to run slower? Did YYG write their implementation with draw_pixel or something?

They might blit instead of rendering it as a poly.
http://stackoverflow.com/questions/9711747/sdl-blitting-is-being-really-slow

Because otherwise I see not too many results, most are for OpenGL.
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+scale+slow
https://www.google.com/?gws_rd=ssl#q=direct3d+surface+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+scale+slow
https://www.google.com/?gws_rd=ssl#q=opengl+framebuffer+slow

Another explanation is non-power of two surfaces.

805
Issues Help Desk / Re: Bad C++ generation
« on: October 04, 2014, 07:38:01 PM »
Ohh, yeah I agree sorlok. I can't say for sure but I know the following are possible.
http://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/data%20types.html

806
Programming Help / Re: C++ DestroyWindow() alternative
« on: October 04, 2014, 07:16:14 PM »
Yes, let's see the code TKG.

807
Programming Help / Re: [Solved] Adding a new function
« on: October 04, 2014, 07:12:40 PM »
Quote from: lonewolf
the error checking would return a D3DERR* message, not simply crash the app.
No it would not, because the FAILED() macro does not check for garbage pointers, it doesn't check for pointers at all in fact.
http://msdn.microsoft.com/en-us/library/windows/desktop/ms693474%28v=vs.85%29.aspx

Code: (C++) [Select]
#define FAILED(hr) (((HRESULT)(hr)) < 0)
The following would crash.
Code: (C++) [Select]
if(FAILED(d3dDevice->CreateVertexBuffer((nNumVerts)*sizeof(D3DVERTEX),D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,D3DFVF_XYZRHW|D3DFVF_DIFFUSE,D3DPOOL_DEFAULT,&pVertexObjectQuad,NULL)));
Even if you took it out of the macro, before it even enters the function, that's GCC/MinGW/C++ not DirectX failing.
Code: (C++) [Select]
d3dDevice->CreateVertexBuffer((nNumVerts)*sizeof(D3DVERTEX),D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,D3DFVF_XYZRHW|D3DFVF_DIFFUSE,D3DPOOL_DEFAULT,&pVertexObjectQuad,NULL);

808
Programming Help / Re: C++ DestroyWindow() alternative
« on: October 04, 2014, 02:30:42 PM »
This post suggest you can set the parent of it to NULL and then destroy it.
https://forums.ni.com/t5/LabVIEW/Remove-Child-Window-from-Parent-using-WIN-API/td-p/1470888

810
Issues Help Desk / Re: Bad C++ generation
« on: October 04, 2014, 09:28:48 AM »
Sorlok, I'll be honest, I was more interested in overloading var for array so we can test array lengths and also to return arrays of pixel data from background functions, like background_getpixels is what I wanted to do. Studio added some of these functions which I'd also like to have. It is much easier for heightmaps and stuff, and the old way of drawing to the screen then draw_getpixel one at a time was soooooooo slow. But currently regular arrays don't even work in the parser, and to overload var we'd also have to overload std::array which I tried and failed at.