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Messages - HitCoder

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61
Programming Help / Re: Infinite world generation lag
« on: April 29, 2015, 09:57:21 AM »
I would probably try doing it via some datastructures though. But drawing is probably a problem too. Try using some kind of visual debugger (like CodeXL) to see how much draw calls are made. Batching textures is the perfect thing for a game like this, because then you would draw all of the ground in one draw call. That usually gives 5-10x performance improvement.

edit: So now it doesn't crash anymore with instance_deactivate?

Nope, I made a stupid mistake the first time around, but now there's no issue with lag. Thanks! :)

62
Programming Help / Re: Infinite world generation lag
« on: April 28, 2015, 05:01:48 PM »
Is the "lag" low fps or is it a short freeze when generating?

Normally deactivation would be the way to go. The segfault should be investigated. Is there maybe a simple example you can post? Making blocks invisible should also help.
It will still be slower because instances have overhead. They require updates in cases you wouldn't need, like every block calculates direction based on speed and gravity all the time, even though speed and gravity is zero (there is probably a check in this case, but it is still a few "if checks" per instance). It also requires iteration and call for events. So I would suggest maybe using a grid or an array (maybe one instance and one grid per n number of blocks). Tiles would help with rendering, as right now backgrounds (tiles) can be drawn with one texture. This means all your world could end up as one draw call. Tile functions should work, so you could and and remove tiles at runtime. In my branch I have added texture atlases that allow you to put sprites, backgrounds and fonts into one texture. If you can post an example, I could see if that improves performance.

It's low FPS after generating more and more chunks, it just makes the game lag more and more as you keep moving left/right.

I'll try executing instance_deactivate some other way though.

EDIT: I redid the instance_deactivate thing, it fixes lots of the lag now, I think the only issues is the drawing of the remaining sprites. I think I shall make them hidden outside view once again.

63
Programming Help / Infinite world generation lag
« on: April 28, 2015, 03:15:35 PM »
My current sonic fangame project is on hold for now for some reasons that are unimportant here.

Anyway, onto the topic. I have made a 2D Minecraft fangame engine so far, and I added infinite world generation. The issue is that it really lags once it generates 5 to 6 chunks. A chunk is made up of X/Y 20,64 (this is measured in blocks, each block is 32 pixels, but I'm pretty sure the only info needed is the amount of objects, so a chunk is made of 1280 blocks), is that an insanely large number? Should I change the depth of the world or something? Is there a way to unload all of the blocks in chunks outside of the view? Should I somehow make it not use objects for blocks, but rather somehow come up with a method for using arrays that draw sprites? If I did that, would it make it run faster? Are there any other methods?

I have already tried deactivating all the blocks that are off screen; It crashes the game for some reason.
I have also tried making all blocks offscreen invisible and non-solid.

Any suggestions?

Also, sorry for large paragraph full of questions.

64
Issues Help Desk / Re: Another CompileEGMf.dll issue
« on: April 26, 2015, 10:40:03 AM »
Thank you, it's working now :)

65
Issues Help Desk / Another CompileEGMf.dll issue [SOLVED]
« on: April 24, 2015, 12:44:13 PM »
I have no idea why, but suddenly I have issues loading Enigma, it has issues with finding the CompileEGMf.dll

Last time this error occurred, it happened to my friend, and we fixed it by overwriting his CompileEGMf.dll file, it worked. I tried it with an old backup but it still didn't work. here are the errorlogs...

Code: [Select]
Operating System: Windows 7
Version: 6.1
Architecture: amd64

Java Vendor: Oracle Corporation
Version: 1.8.0_45

Available processors (cores): 4
Free memory (bytes): 228534840
Maximum memory (bytes): 954728448
Total memory available to JVM (bytes): 257425408

File system root: C:\
Total space (bytes): 85794484224
Free space (bytes): 21994676224
Usable space (bytes): 21994676224

File system root: D:\
Total space (bytes): 828403347456
Free space (bytes): 564592578560
Usable space (bytes): 564592578560

File system root: E:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

File system root: F:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

File system root: G:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

Stack trace:

java.lang.UnsatisfiedLinkError: Unable to load library 'compileEGMf': Native library (win32-x86-64/compileEGMf.dll) not found in resource path ([file:/D:/Libraries/Documents/ENIGMA/ENIGMA/ENIGMA/enigma-dev/plugins/enigma.jar])
at com.sun.jna.NativeLibrary.loadLibrary(NativeLibrary.java:271)
at com.sun.jna.NativeLibrary.getInstance(NativeLibrary.java:398)
at com.sun.jna.Library$Handler.<init>(Library.java:147)
at com.sun.jna.Native.loadLibrary(Native.java:412)
at com.sun.jna.Native.loadLibrary(Native.java:391)
at org.enigma.EnigmaRunner.attemptLib(EnigmaRunner.java:247)
at org.enigma.EnigmaRunner.access$1(EnigmaRunner.java:240)
at org.enigma.EnigmaRunner$3.run(EnigmaRunner.java:178)
Code: [Select]

Operating System: Windows 7
Version: 6.1
Architecture: amd64

Java Vendor: Oracle Corporation
Version: 1.8.0_45

Available processors (cores): 4
Free memory (bytes): 183752480
Maximum memory (bytes): 954728448
Total memory available to JVM (bytes): 257425408

File system root: C:\
Total space (bytes): 85794484224
Free space (bytes): 21994668032
Usable space (bytes): 21994668032

File system root: D:\
Total space (bytes): 828403347456
Free space (bytes): 564592566272
Usable space (bytes): 564592566272

File system root: E:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

File system root: F:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

File system root: G:\
Total space (bytes): 0
Free space (bytes): 0
Usable space (bytes): 0

Stack trace:
java.lang.ClassCastException
at javax.swing.LayoutComparator.compare(Unknown Source)
at javax.swing.LayoutComparator.compare(Unknown Source)
at java.util.TimSort.countRunAndMakeAscending(Unknown Source)
at java.util.TimSort.sort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.ArrayList.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.enumerateAndSortCycle(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getFocusTraversalCycle(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getFirstComponent(Unknown Source)
at javax.swing.LayoutFocusTraversalPolicy.getFirstComponent(Unknown Source)
at javax.swing.SortingFocusTraversalPolicy.getDefaultComponent(Unknown Source)
at java.awt.FocusTraversalPolicy.getInitialComponent(Unknown Source)
at java.awt.Window.getMostRecentFocusOwner(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.SequencedEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

Yes, two error logs appear...

I am really sorry for the amount of issues I have posted on here by the way, it just seems I can't get anything working right for long-term periods...  :ohdear:

Thanks.
~~HitCoder~~

EDIT: It seems to occur with every single build of Enigma I have backed up and installed... I will try a few things.

EDIT: I think the issue may be Java and not Enigma. I have had issues since I updated Java, so I may just reinstall Java.

66
I think we need to find people who can debug LGM and do stability improvements. Like we don't need any new features in LGM, so it would be awesome if the breakage would be fixed. I think Ism did a good job in this regard, I can't remember LGM being unstable when I joined the project. I'm personally feeling that I will end up recreating LGM (at least partly) in ENIGMA. Wouldn't that be cool though? ENIGMA IDE made in ENIGMA.

I'd help with some Java programming myself, but I never have the time to, and I've pretty much forgotten everything I know about Java. After all, my last experience was messing with the Minecraft Source Code.
I wish I could help though. Maybe I would contribute in the future, but I need to get all of my current obstructions out of the way.

Also, more on topic, well done jerbear64, for recovering everything you could. It drives me crazy when I lose my work. Usually when I save projects I save as a new file, which I think is what Darkstar2 described. Glad you've resolved the corrupted file though. ^^

67
Sound and Music / Re: Music for my sonic fangame
« on: April 16, 2015, 04:50:40 PM »
You'll see when the game post is made, may be a while from now though, heavy development has to go through but nobody in the team has the time right now.

68
General ENIGMA / Re: Can Some One Please Help Me?
« on: April 15, 2015, 03:37:45 PM »
I think this should be under the issues help desk section.

Aside from that, ENIGMA makes a folder under C:\ProgramData, you can try deleting that, but I would assume the issue you have is a setting saved in the location of the enigma exe, if deleting the C:\ProgramData\Enigma folder does not work, try reinstalling ENIGMA altogether.

69
Sound and Music / Re: Music for my sonic fangame
« on: April 15, 2015, 01:28:19 PM »
Thank you for the feedback, I'll get to work on fixing any flaws :P
The game will be posted on here once it's at a better state of production, trust me, the current game is pretty boring, the stages aren't done, and a lot of code is missing that needs to be implemented. Development will be a little slow, as I am having to do music and art myself - these are not strong points for me. My friend whom is doing level design has minimal access to his PC all of a sudden, but hopefully everything will be re-planned and resolved.

EDIT:

Okay, so I did some minor tweaks to the song "Desolate Factory", obviously I can't pick which one to use myself, as I'd be biased due to being the maker of these songs. Feedback please! ^^
https://soundcloud.com/hitcoder/desolate-factory-take2
https://soundcloud.com/hitcoder/desolate-factory-zone-act-1
Original, or take two? Which is better?

EDIT2:

https://soundcloud.com/hitcoder/desolate-factory-take3
I made another edit

70
Sound and Music / Re: Music for my sonic fangame
« on: April 13, 2015, 01:40:43 PM »
Bump

Does anyone even care about sound and music here?

71
Sound and Music / Music for my sonic fangame
« on: April 10, 2015, 11:07:47 AM »
I've been developing a sonic fangame on the engine fixed up by Polygone, thanks! ^^

Anyways, I've been getting into using a program called "LMMS", or "Linux Multimedia Studio", and I've made two songs, they're on my soundcloud at http://www.soundcloud.com/hitcoder

Give feedback and please tell me how I can improve! ^^

72
Announcements / Re: We SSL now
« on: April 09, 2015, 01:27:20 PM »
When I try to use the SSL server to log in it doesn't work and says my connection is not private. Is that an enigma issue, or an issue on my end?

73
General ENIGMA / Re: First Impressions Of ENIGMA
« on: March 30, 2015, 08:29:04 AM »
I'm not new any more, but I just thought I'd give my opinion on the program, hopefully novice users may find it useful.

Enigma is literally the best game dev tool I have ever found, no joke. I was on Game Maker, but because I wanted versatility between Windows and Linux, I found it annoying that GM didn't run natively in Linux, and through wine it ran like crap. Enigma on the other hand, runs perfectly. While you may have some bugs setting it up due to various issues on windows (Spaces in file paths, forgetting to run as administrator, a corrupt installer, etc...) and on Linux (Distro-varying issues, for example jar mismatch, missing dependencies, etc...) it's easy to resolve. Some things are buggy or get confusing, like there's three settings menus, a build settings, a program settings and a game settings menu, this can make it confusing, however it at least keeps things organised (just takes a bit of getting used to)
Enigma is very powerful when in the right hands, even more so that GM.

Personally, I think the IDE, while looking like Game Maker intentionally, I personally find the IDE to feel cluttered, which is an issue with GM as well, I would like to see the ability to use NaturalGM as an IDE, but I'm not sure how that would work... I just want to see an IDE that is tab based, like Eclipse. A cool feature would be to have the ability to switch between the window-manager IDE and a tabbed IDE. I like how when I run it on Linux on GTK I get an interface like this:

(Notice the 'task-bar' thing at the bottom? It behaves like tabs.)

TL/DR this is a lifesaving program making Game Maker obsolete (in my opinion)

EDIT:

ENIGMA will be really behind.....the only real valid reason people would continue using EGM is because it's FREE.  GMS 2 is due this year, + other things as well, would be amazing if they add C++ ability alongside GML like ENIGMA, there are ways where GM can win people over, but then ENIGMA will always be FREE, so it might not completely die and lose its user base, however feature and stability wise, I guess it is to be expected that GM will shine.
Actually, I was in a skype group and when that news was first announced they were going on about how it'll ruin GM, an how it won't succeed, etc... they threw a ton of negative comments at this... But that's because some people just can't handle change. I suggested moving to Enigma to them, guess what? They said they'd stick with original GMS... Some people. >.>

74
Issues Help Desk / Re: Can't open egm project on Linux
« on: March 30, 2015, 08:03:48 AM »
Yes, it does. Sorry for forgetting to include that in my last message. Thanks for all the help. ^^

75
Issues Help Desk / Re: Can't open egm project on Linux
« on: March 29, 2015, 02:40:45 PM »
Yes.. sorry for straying off topic, but aside from that, I had an issue on Linux and still couldn't run my game on Linux, to technically the issue was not fixed. I apologise for going off topic, however I didn't see a need for creating a new thread (I have created enough of those here already that are ongoing right now)

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