Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Goombert

841
Hey thanks Destron! That is very helpful of you!  (Y)

I would like to mention someone should tell Josh to tell Google because Josh does work for Google, and who better to fix Google Chrome than Google... and a Google software engineer... who is Josh... who founded ENIGMA... that doesn't work with other Google software?

842
Off-Topic / Re: Which Java IDE?
« on: October 02, 2014, 05:08:50 PM »
She's exaggerating, I opened up Qt Creator with my LGM C++ port and it used slightly less RAM than Eclipse with LGM and the plugin opened up. I like Eclipse purely because it's interface is NOT bloated compared to Netbeans which is pretty cluttered.


Also Eclipse does have a WYSIWYG plugin for Swing, I used it before to learn various layouts before I got the hang of them.

843
General ENIGMA / Re: Lateral GM question
« on: October 02, 2014, 05:00:11 PM »
Quote from: IsmAvatar
Not quite. Disk operations are extremely expensive - they are slow, so there goes your "efficiency" argument. For older GM games (pre-GMX), games *had* to be loaded entirely into memory. Having ENIGMA as a DLL allowed us to share that memory -- compared to a file where both ENIGMA and LGM would keep separate copies of the game in memory. As for stability, read my history above. In addition, streams are buffered, and if any buffer gets too large before LGM got a chance to read it, the entire JVM would lock up and LGM would freeze. Additionally, parsing text from ENIGMA is hardly stable and rarely yields anything useful. Having specific memory structures that LGM and ENIGMA pass back and forth allows ENIGMA to not only give LGM more useful information (see above), but also affords us some really neat features, like Build Mode, where the compiler can actually edit the game (or allow the user to edit the game) and send that information back to LGM.
Some of the confusion was promulgated by me IsmAvatar. The only performance gains that it would offer would be because the CLI itself would be native C++, but I do disagree with you on the front that having them always on the disk will improve performance because LGM only has to write the resources that have changed. If LGM itself was native C++, having an intermediate CLI in C++ would not improve performance, at all, period. So yes I want to thank you for pointing out some misconceptions there.

Also, she is right about Build Mode, but I still believe it could be accomplished with the use of a CLI and the combination of a library, which is what me and Josh would like to attempt. Also for all intents and purposes I do not like calling libraries dll's or shared objects, dll is not a platform agnostic term.

844
General ENIGMA / Re: General Enigma Questions
« on: October 02, 2014, 04:50:41 PM »
Quote from: Rujik
Are there any commands in Enigma that are not in GML? (The wiki doesn't seem to have a list of commands.)
Quite a few functions are documented on these pages.
http://enigma-dev.org/docs/Wiki/Function_Documentation

Quote from: Rujik
How is C++ integrated into Enigma? Meaning, can I type C++ side by side with GML?
Our compiler is not completely finished yet, but for instance the following should work.
Code: (EDL) [Select]
var str;
str = "Hello, world!";
int length = string_length(str);
show_message(string(length));
I just tested it on the latest master and it should work as expected, so you can see that you can mix in some C++ data types.

Quote from: Rujik
Have there been any speed comparisons to yoyo's compiler?
There have been some comparisons yes, because we wrote the graphics abstraction layer ourselves and do not use a wrapper you should expect a number of graphics routines to be quicker, especially models.

845
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: October 02, 2014, 04:45:55 PM »
Oh you fixed it? I was going to say that I don't know where that long came from but get rid of it. If that fixes it then yes, you are headed in the right direction!  (Y)

Now you can attach your child control when you create it to that message loop and intercept focus events.
http://msdn.microsoft.com/en-us/library/windows/desktop/ms646283%28v=vs.85%29.aspx

Just like we do for our main window in ENIGMA.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Platforms/Win32/WINDOWScallback.cpp#L99

846
Issues Help Desk / Re: Berkeley Sockets no packet send?
« on: October 02, 2014, 03:11:32 AM »
Intended I am afraid because I didn't have time to finish the buffer functions and net_send_packet is supposed to accept it as a parameter. Anybody else is free to pick up where I left off at with the implementation.
https://github.com/enigma-dev/enigma-dev/blob/master/ENIGMAsystem/SHELL/Universal_System/bufferstruct.cpp

I am currently swamped with all other ENIGMA issues atm.

847
Off-Topic / Re: What we could have if Enigma would be closed source :(
« on: October 01, 2014, 10:22:01 PM »
Quote from: Darkstar2
If you could go after someone due to a similar interface, there would be millions of lawsuits daily lol!
Yes it's called you can't patent the look and feel of an application, and a group of people called SCOTUS will uphold it, R.I.P. Steve Jobs.

848
General ENIGMA / Re: Lateral GM question
« on: October 01, 2014, 10:18:41 PM »
LGM is entirely its own project, many people who don't chose to use ENIGMA still use LGM to restore corrupted files from GM8. The command line is still working but it may be broke atm from the adding preCreationCode because I don't think they took the time to add it to my CLI, but I am planning to go fix that sometime and it is able to build a number of GMX projects without LateralGM



849
Programming Help / Re: 2D on 3D, vice versa?
« on: October 01, 2014, 06:08:16 PM »
DaSpirit, is that the Pokemon game you were supposedly working on before? If so that looks damn amazing, why the hell are you not still working on it?

850
Off-Topic / Re: Windows 10
« on: October 01, 2014, 06:05:15 PM »
DaSpirit, you are right, look at the taskbar it's a solid color, Windows is definitely too flat.

Rusky, I agree about the roundness definitely, they do overdo it.

Personally I would like a mix of flat with some slight gradients mixed in with Windows 7 glass look. The glass look will always be my personal favorite, arguments that it's slow to render are simply ludicrous since Vista it was hardware accelerated. The only thing I really dislike are ellipse's and round edges, I do in fact like squares because they fit perfectly together, I also hate round radars in video games. So Windows 8 developers keep the square windows, add some minor gradients to things and reactivate glass!

851
Off-Topic / Re: Windows 10
« on: October 01, 2014, 03:40:00 PM »
Haha, that's funny DaSpirit, I honestly think they should have gone with "Windows One"



Does anybody else think the titlebar icons are starting to look a lot like Gnome?

852
Off-Topic / Re: Windows 10
« on: October 01, 2014, 03:28:58 PM »
Actually, one thing that was true and was great about 8 is they already begun trimming some of the fat and boot times are a lot quicker. They did improve the performance quite a bit and they also fixed that issue where you have to refresh when moving a desktop icon. I am quite satisfied with where the Windows OS is going. The only thing I need left as a developer is a comprehensive package manager and I would probably never switch off this OS.

Also, Windows is not that big really, it only occupies 18.6 GB (19,976,860,691 bytes) of my diskspace which is actually quite small, about the size of two GTA IV installations.

853
Off-Topic / Windows 10
« on: October 01, 2014, 08:12:17 AM »
http://venturebeat.com/2014/09/30/windows-10-is-microsofts-big-fat-apology-for-windows-8/

I guess somebody at Microsoft can't count...



I'll concede, I am actually very excited for Windows 10, the quicker we kill Vista along with XP the better. Additionally I like the task switcher button, that is a really awesome new feature that should have been in Windows 8 honestly. It technically is you just don't see it without ALT+TAB. Plus a workspace switcher like Ubuntu, that was one of my favorite Ubuntu features.

Also there's finally going to be CTRL+C and other clipboard shortcuts and stuff for Command Prompt. I can't wait I really might sign up for the developer preview just to get my hands on it.

854
Off-Topic / Re: Good places to learn OpenGL
« on: October 01, 2014, 08:09:08 AM »
That actually kind of upsets me, because this is one of the powerful features Direct3D 9, 10, and 11 all have, they can force software vertex processing as well as emulate shader models not supported by the current graphics card which makes them a lot more compatible with older graphics hardware. In Direct3D it's just a flag, in OpenGL you have to write your code twice if you want it to be able to support software and hardware, and even then it won't be core compliant.

So that is a huge disappointment for me with OpenGL, has been for a while actually.


855
Off-Topic / Re: Good places to learn OpenGL
« on: October 01, 2014, 04:31:46 AM »
Actually Harri, I don't think you have to use VBO's. I would like you to find out, since you have the means of doing so I don't actually know how you find out which functions are which core, if vertex arrays like we use in GL1 for models can be used in newer GL cores. Do you know if they can or not? I think they can because they can also interface with vertex attribute arrays and shaders. They are immensely easier to use than VBO's.

Edit: From what I gather vertex array's are usable in GLES.
https://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt