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

991
Programming Help / Re: Color values in GM
« on: August 14, 2014, 10:34:56 PM »
I can't tell you specifically how it is but I can tell you it is quite whacky, correct me if I am wrong but I believe GMK had the same wonky color format. Specifically take a look at the GMX reader and writer there should be a utility function to convert them. Also here is how it is handled in the C++ CLI.
https://github.com/enigma-dev/enigma-dev/blob/master/CommandLine/programs/emake/main.cpp#L47

992
Issues Help Desk / Re: Linux Requirements
« on: August 14, 2014, 10:32:53 PM »
Oh I understand egofree, I assumed at least some of the basic behavior of the toolbar would function. It would be better to wait after the room stuff, I do agree, one thing at a time. Here is what I think we should do for now, find out how we can see if the OS is a KDE distro and if it is then we useLegacyMergeSort and on all other systems we just use the regular behavior.

Also, I did make an attempt at fixing that multiple views issue and there is something funky about it, I did test all the draw clear calls as well as screen refresh and had no success at all with it. I can take another crack at it sometime though.

994
Issues Help Desk / Re: Linux Requirements
« on: August 13, 2014, 11:14:57 PM »
egofree, did you prepare a patch with a custom comparator? If that solves the error I'd like to go ahead and pull that for now, or since you have commit access go ahead and do that as it is better than no solution and the software being unusable, so go ahead and fix it. If you want of course, please, lol :)

995
Off-Topic / Re: Share Your Music
« on: August 13, 2014, 11:12:29 PM »
I said do you speaka' my language?
https://www.youtube.com/watch?v=XfR9iY5y94s

996
General ENIGMA / Re: New functions available in the rooms editor.
« on: August 13, 2014, 11:11:24 PM »
Alright egofree, just a heads up I am planning to update the Portable ZIP this weekend possibly Friday when classes end.

997
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 13, 2014, 11:10:35 PM »
Fudgeknuckle I am sorry about all of that I will get that dependencies ZIP updated if I can, so little time anymore. I generally use gdb sorlok, but I would like to ask whether you have successfully built for Windows before? It could help to clear eobjs as well, and it would also be cool to know whether the Portable ZIP does in fact work or not. Also if you want to just do your best with the Windows version of the ini extension and commit I can pull it this weekend or Friday when classes are done and test it out for you.

998
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 11, 2014, 11:29:51 PM »
What you are looking for is the OpenAL libs, that additional folder under ENIGMAsystem, there should be a download link for it somewhere?

From what I gather you want the Windows dependencies zip.
http://enigma-dev.org/docs/Wiki/Install:Windows

999
General ENIGMA / Re: Ini Plugin Upgrade
« on: August 11, 2014, 11:27:58 PM »
Actually, they should maybe probably be var, does that seem more sensible? I am not sure, would be nice if Josh could weigh in.

1000
General ENIGMA / Re: The Times They Are A Changin'
« on: August 11, 2014, 11:26:51 PM »
Well a lot of that can be attributed to the cultural, social, and environmental influences I am no longer around people that make me want to curse like a maniac, or rather not as frequently. The reason for me being so contradictory is because I merely found swearing that intrusive to the users experience with our software to be a nuisance and also not very helpful.

Also I make a practice of putting my name on comments left in the source whenever they are extraneously descriptive, and therefore responsible for such comments. At any rate, this is off-topic, so please let's get back on topic.

1001
General ENIGMA / Re: Ini Plugin Upgrade
« on: August 10, 2014, 11:53:19 PM »
Yes I hate to pressure you into this sorlok, but what you have is clearly better than what is currently in the repository, eg. better than nothing. And this has also been a highly requested feature for *nix as well. I am also astonished with your progress and commits as well, you're a very good contributor and I and the project are eternally grateful.

1002
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 10, 2014, 11:51:48 PM »
Yes I am very impressed with his progress as well, I am glad to have sorlok around. I am thinking about actually taking the time to try out Iji on my break coming up soon.

1003
Proposals / Re: Threading
« on: August 10, 2014, 11:50:13 PM »
Threading has been seriously revamped in my latest commit, I was able to fully implement the threading functions and the implementation now more correctly mirrors most thread API's. I also fixed existing bugs in the thread functions.
http://enigma-dev.org/docs/Wiki/Game_State_Functions
https://github.com/enigma-dev/enigma-dev/pull/788

1004
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 06:21:07 PM »
No that quick optimization only applies to very large 3D models, Project Mario only got a slight boost because it really only has two high polygonal models, Mario and Yoshi. The rest is me redesigning threads and fixing bugs.

Also you should relax about the other stuff, I generally don't complain about anything anymore, ENIGMA being laid back is a very nice feature of this community that I've come to respect, second we should still remain professional on the outside, there is a time and place for everything, and I think the balance is kept well.

1005
General ENIGMA / Re: The Times They Are A Changin'
« on: August 10, 2014, 03:46:11 PM »
I normally hate to bump topics but this is really important. I have now found an optimization for OpenGL1 static models that we were originally utilizing. Originally with fixed-function immediate mode and call lists there was drastic memory usage and crashing for some of us, I then sped models up by implementing vertex arrays, and now by compiling those with a gl call list I can buffer all of that to the GPU and remain compliant with GL1.1 which everyone's hardware supports including polygonz.

The framerate went from 13fps to 201 fps. The ram usage went from 100-113MB's down to 49MB's and then to 44MB's with the addition of clearing the data only for static models once they are buffered.
Note: Do not compare this to the earlier results of other systems, it was tested on a better graphics card, this system now outperforms GL3 and D3D9 on my computer.


Project Mario has also gone from 237/239fps for me to 261fps. These performances boosts should be for most games, but especially for those with very large models that have plenty of polygons.

This is the pull request where I am working on the improvements.
https://github.com/enigma-dev/enigma-dev/pull/788

Evidence of Display List and GL1.0 compliance.
http://wiki.processing.org/w/Display_List