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Dark GDK / DGDK Open Source Project

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Hassan
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Posted: 20th Feb 2010 15:45 Edited at: 20th Feb 2010 16:21
so am i in?

i downloaded SVN, now what? any tasks?

also, S3GE uses darkDGK commands?

EDIT: I compiled the code, in debug mode, i got access violation, in release, i get 7 errors and 7 warnings, build log:


Matty H
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Posted: 20th Feb 2010 16:41
It currently wont run as Techlord is ironing out some issues, there may be a way of running an earlier version, I'm not sure.

There is lots to do, but its finding something that will keep you interested. You don't actually need S3GE to start working on something due to its plug-in architecture, I have been developing the physics for the last couple of months without updating SVN.

S3GE plug-ins use darkGDK commands. We dont really have any S3GE commands at the moment, but may do as we tie plug-ins together.

Hassan
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Posted: 20th Feb 2010 16:57 Edited at: 20th Feb 2010 16:58
DGDK commands? Cool.

alright so, i can develop anything that helps in game making? im currently working on a program that helps in writing and testing shaders, im not really good at writing shaders, so i didnt ( or wont ) put alot of effort on the text editor, but im working on the user-interface for the program, and having alot of plans for developing it, like, startup configurations ( like cameras / skybox / objects / lights etc.. on starting ), executable commands while testing, flexible lights and objects that can be moved and adjusted while testing, macros ( like, one command executes a bunch of commands, pretty much similar to c macros ), and alot more, i started working on it few days ago so didn't make much progress yet

so, would that be useful in S3GE?

Matty H
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Posted: 20th Feb 2010 17:31 Edited at: 20th Feb 2010 17:31
I too would like to make a GUI, for setting up collision. I am waiting for Techlord to finish MAUI(multi application user interface). I would suggest that you may also want to wait for this, its probably best we all learn and use the same GUI as we may eventually integrate everything into one, I think.

We definitaly need someone working on shaders for S3GE imo, if you could somehow make a plug-in that makes shaders easier to use, get the code S3GE needs to use a shader from pages of code to a few lines, this would be a huge contribution, and then when MAUI is ready you could make your GUI to make it even easier for the user.
Although I have not used shaders before (apart from running demo's) so I don't know what is possible an what isn't.

This is all just opinion, hopefully Techlord will reply soon with some ideas.

TechLord
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Posted: 20th Feb 2010 17:36 Edited at: 20th Feb 2010 17:40
Hassan,

I need a Sourceforge username to add you to the SVN distribution. You will also need a TortoiseSVN Client to pull the current version of the Project-Trio and update & commit. This is required to sync your distribution to ours.

Quote: "I think the main problem for people who want to contribute maybe the fact that all the tasks seem huge, like developing the AI, this is a huge task, luckily I think marlou may do that for us."

I agree the task seem huge, and some of them are because there is no native DGDK support or no readily available sub-system libraries exists. S3GE has libraries for most of the low level systems that you will find in commercial engines, but, high level systems built on top of these systems still require custom code.

Lets face it, if the game engine is to produce greater than mediocre games it will require above average systems to support them. IMO, its easier to integrate complex systems like physics at the early stage of engine building than to try to retro fit it later. An another example of a high level system that's overlooked is the character customization found in RPGs, Racers, etc. In my opinion, practically every game entity could be customizable or assembled from parts to create a variety of entity prefabs. Such a system solves many problems and makes the engine more flexible.

Our problem is there is no standardized method of implementation, so we have to develop our own. Sure, DGDK has a low level object/limb system that is suitable for assembling entities but, it takes planning to build a full customization system on top this functionality. Yes, such a system will add more complexity to the geometry, animation, texture mapping, loading, etc. But, like physics, it will be easier to integrate this now, than later. Get it in now, and the feature is available to games that normally don't require customization. Now we've opened a whole new door of possibilities that puts S3GE above the status quo.

DGDK is already capable of developing game & game engines. All we are doing is planning out our implementation of for managing game content systematically. Unless you plan to use a pre-existing engine, you will ultimately have to build a game engine, tools, etc and takes 10x more time by yourself.

TechLord
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Posted: 20th Feb 2010 17:56
I've been devoting all of my spare time to get MAUI to get basic GUI functionality in MAUI, implement Box2D and eradicate bugs along the way. I've also added more functionality to MAUI 2.0 then its DBP version. Its a lot of work and require lots of testing, but, the results are very satisfying. I assure you will like what you see when its ready. Please bare with me.


Quote: "alright so, i can develop anything that helps in game making? im currently working on a program that helps in writing and testing shaders, im not really good at writing shaders, so i didnt ( or wont ) put alot of effort on the text editor, but im working on the user-interface for the program, and having alot of plans for developing it, like, startup configurations ( like cameras / skybox / objects / lights etc.. on starting ), executable commands while testing, flexible lights and objects that can be moved and adjusted while testing, macros ( like, one command executes a bunch of commands, pretty much similar to c macros ), and alot more, i started working on it few days ago so didn't make much progress yet

so, would that be useful in S3GE?"
You already have a GUI? Do you have a proposed format for storing cameras / skybox / objects / lights data? Lets Discuss.

Hassan
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Posted: 20th Feb 2010 18:22 Edited at: 20th Feb 2010 18:46
im using windows API for the gui, learned it from mista wilson's tutorial, for the formats, im working on the macros format now, i didn't start with cameras and stuff yet, but surely will be easy, the current formats are .HAS, but if it will be in S3GE, i can rename it, anyways, here is a screen-shot of the current work:



current features:
1- editable source
2- save/open/new
3- executable commands while testing ( currently: LoadImage () PositionObject () TextureObject (), DisableEffect(), ScaleObject() ), currently not alot of commands added because it will take time to write more commands, so, only 5 now are enough for testing purpose
4- auto-compile mode, it compiles the code every n seconds, ( auto-compile feature can be turned on/off, and n can be specified )
5- choosing a mesh which will take the effect, built-in meshes are shown in the screenshot, custom mesh can be loaded

working on the macros at the moment ( like, one function combines a set of functions, just like c++ macros.

once i finish macros, i will add a new set of functions supported so i can work on the startup configurations ( defined by the user, like : create a camera at xyz, light at xyz, etc )

and after that i might ( hopefully ) make it produce DGDK code with the shader when you save so you can test it ( once again, if the project is accepted, i will make it S3GE code instead )

and also, configurations window, i alread have it, includes the ability to switch auto compile on/off and the delay between compiles, but i will add more configs.

well that's it for now

keep in mind that if this is finished, and accepted in S3GE, it should be a stand-alone exe so users can use it to easily create shaders, then use them in S3GE, also, @ giving code after writing shaders and saving them, if S3GE got enough functions to use shaders, i will make it only usable by S3GE, so, it's en-coded in a file, then decoded by S3GE to be used there

EDIT
you want username or public name?
user : hassans3ge
public name : Hassan

@SVN client : the link on the top of the page "download" is the client right? if so, i have it

Matty H
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Posted: 20th Feb 2010 21:18
That looks and sounds really great, if its a stand-alone app then using windows API should be fine I would think.

Looking forward to seeing this in action.

TechLord
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Posted: 21st Feb 2010 07:53 Edited at: 21st Feb 2010 09:17
User 'hassans3ge' was added to Sourceforge.net SVN successfully.

The Shader Editor looks good. Do you have a cool name for it? If not how about BrightShade?

Quote: "keep in mind that if this is finished, and accepted in S3GE, it should be a stand-alone exe so users can use it to easily create shaders, then use them in S3GE, also, @ giving code after writing shaders and saving them, if S3GE got enough functions to use shaders, i will make it only usable by S3GE, so, it's en-coded in a file, then decoded by S3GE to be used there"


All utilities will be accepted and its no issue for it to standalone. However, there is no need to make it exclusive to S3GE. S3GE 100% Open. Its open-source, open-to-the-public, and uses open standards for data formats. Any S3GE `proprietary` data formats will be XML based for easier expansion and modification.

I have yet to dabble with Shaders but, its desired for S3GEd to have a integrated Shader editor. The goal will be to roll all image, texture, and shader editing into one application based on the proposed Channelized Image Map Processor (CHIMP). I have a design for CHIMP on paper and have received input from Ron Erickson (TextureMAX developer) on its design. Your expertise with Shaders and assistance with developing CHIMP will be invaluable.

CHIMP was inspired by TextureMax. TextureMax is an Application & API that can be used to separate images into channels and then apply different colours to each channel adding instant variation to your media. This type of customization is often seen in RPGs but is applicable to all images/textures. CHIMP will expand on this technique to apply image filtering effects and Shaders.

Unfortunately, there's no freely available solution like TextureMax for DGDK, thus, like many other high level features CHIMP will require some R&D and lots of work. Once implemented S3GE will have a very power imaging system and an Editor (S3GEd) to go with it.



Left: Texture. Right: Channel Image Map. The Channel Image Map was drawn with GIMP using 2 layers: 1)image map (top layer), 2)texture backdrop (bottom layer). By simply adjusting the opacity on layer 1, I was able to use the toolbox to draw several different colored channels within a few minutes. When complete, hide the texture backdrop, set layer 1 opacity to 100%, and save the image map layer in desired DB compatible image format.

Hassan
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Posted: 21st Feb 2010 10:28 Edited at: 21st Feb 2010 10:31
So, it's a accepted, cool, as you wish, i can make optional exporting settings, like, export shader with gdk code, or export with S3GE code, or whatever you see.

about the name, shouldn't it be S3GE Shader? well brightshade sounds good so i will add it for now.

also, i finished saving / loading macros, improved gui a bit, and now will work on the macro's interface, alot of features came across my mind yesterday, can't list them all, but i'm sure they will help users to make shaders! ( like, multiple objects shown at once, each one can have it's own shader, sky box, shaders library, alot of things )

@ the texture editor, the program have to do hue/saturation on the image, but not the whole image, each part can have it's effect?

TechLord
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Posted: 21st Feb 2010 10:53 Edited at: 21st Feb 2010 10:53
Quote: "@ the texture editor, the program have to do hue/saturation on the image, but not the whole image, each part can have it's effect?"
Yes, CHIMP will be able to apply hue/saturation effects to parts of an image (channels). CHIMP combined with MECS will give S3GE an extremely powerful Entity Construction system.

TechLord
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Posted: 23rd Feb 2010 07:07 Edited at: 23rd Feb 2010 07:09
I committed a big update to SVN. I believe I've eliminated most of the bugs, but, i think I need another set of eyes. MAUI is only a few steps from being 2D GUI ready. If you can update, compile, and run I would be very happy.

Hassan
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Posted: 23rd Feb 2010 07:40
to get the updates you've done, all i need to do is right-click dgdkdosp and click update? if so, im getting even more errors


TechLord
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Posted: 23rd Feb 2010 08:06 Edited at: 23rd Feb 2010 08:22
Quote: "to get the updates you've done, all i need to do is right-click dgdkdosp and click update"


Are you updating via Tortoise SVN on your local workstation? How to use TortoiseSVN: The Directory Structure of DOSP is aligned with that of Dark GDK on my local workstation. There may be slight differences on yours. SVN will add and update matching files. The "Projects" Directory contains the VC++ Project Trio: S3GE (Engine), S3GEd (Editor), & S3GW (Super 3D Game World: The Game). All associated Libs, Includes, Media etc for the project, etc are filed in the applicable directories. The "Media" Directory will be used as the primary repository for all media assets for Applications and Games developed within the Projects.

You can create Directories and Files like you normally do. A question mark overlays their icons. A Directory with this means that the Directory itself or some files within it have not been Added for commitment to SVN Server. Files with the have not been added. You will need to Add these directories & files in order to commit them to the SVN Server for everyone else to see. In some cases, you may not want to commit the directory/file to this SVN Server, leaving it in this state is harmless but its recommended that it be added to the ignore list (see details below).

To Add Directories and Files, [Right Click] and select TortoiseSVN → Add. You can select one more directories and files to add at once. Warning: Tortoise will only display file extensions without names, thus its tricky to know what files are being added. I'm not sure if this is bug or a setting I failed to turned on.

Once files have been Added, a plus sign + overlays the icon. If you modify files a exclamation mark overlays the icon. Both icons mean the directory/file are ready to be committed. To commit, [Right Click] anywhere in the view and select SVN Commit to update the SVN server. When you commit changes please a short log message so people know what has been committed. This is in the top box when you commit. You will also be prompted for a username and password, this is you sourceforge username and password.

There will be local and Directories/Files that you don't desire to commit to SVN server. To omit these Directories/Files highlight them and [Right Click], select TortoiseSVN → Add to Ignore List.

I was able to rebuild, compile, and run the S3GE.exe successfully (Debug Win32) without any errors or warnings. I upgraded to the latest version of TortoiseSVN. Revision 71 to SVN which is the lastest. Below are screenshots of my DOPS Directory Structure with TortoiseSVN. Goto TortoiseSVN Help Doc Section 4.7 to review the status of icon overlays.






The path of your Dark GDK Directory may differ but the structure of sub directories should be duplicated. Your sub-directories should contain all the directories and files that have a (Working) or (Edited) icon overlay. All the directories and files with (Ignore) icon overlay are ignored from the project. Files with (Not Added) icon overlay haven't been added to the project yet, so you may not get these files when you do a SVN Update.

The S3GE Directories and Subdirectories.





Matty H
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Posted: 23rd Feb 2010 11:09
I will try this later, Hassan uses GDK 7.4 I think, I also have this so I will see if I can re-create his errors, maybe S3GE is not 7.4 friendly.
I'll get back to you.

Hassan
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Posted: 23rd Feb 2010 12:28 Edited at: 23rd Feb 2010 12:39
it seems my installation was wrong, i re-installed it, and now it works, but only in debug mode

and matty, an warning is generated here:


you defined i twice, change second i to i2 forexample, so it removes the warning

@techlord

MAUI.cpp line 3965 to 4061

remove all "== true" statements, so it removes warnings


darklua.cpp

line 116:

line 420:

line 421:

line 443


http://msdn.microsoft.com/en-us/library/ms173704%28VS.80%29.aspx

no more release mode warnings, now ill try to find the errors

Matty H
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Posted: 23rd Feb 2010 13:24
Thanks Hassan, I have not updated physics for ages, I was waiting for bug-fixes.
The current physics on S3GE is pretty basic, I will update it when next version of fulcrum is ready, probably in about a month.

Hassan
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Posted: 23rd Feb 2010 13:58 Edited at: 23rd Feb 2010 13:59
Cool

anyway, i have finished working on the macros, the format is currently .HAS, will change it soon to BSM ( BrightShadeMacro ), but atm i will keep it HAS till i separate all data into different types

so the macro looks like the following:


this is a macro, can be called like : Macro ( "image.jpg", 1, 0, 10, 5, 10, 10 );
as you can see, you specify a name, argument list and functions, so the macro takes arguments and use them in the functions, current argument types available are strings and integers ( i = int and s = string in "arguments" ), so we give the macro 7 arguments, which are s, i, i, i, i, i, i which are : image name ( string ), image ID, texture stage, object new scale, object x, y, and z

functions used by the macro takes the arguments, and use them to do some effect, e.g. :
our first function was LoadImage ( 1, 2 ); it says that it will use first argument of the macro ( which was "s" string ), name of the image, and second argument is the id, then TextureObject, it takes the third and second arguments, which are texture stage and image ID, etc etc.. thats how they work, pretty simple

now i'm moving to make the media explorer, images / objects / lights, which you can use to add to the scene

TechLord
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Posted: 23rd Feb 2010 16:14 Edited at: 23rd Feb 2010 16:15
Hi Hassan,


I don't get those warnings and errors, which makes debugging difficult. However, I made changes to the code as recommended.

Can you compile and run the demo? I really hope so. If not, there may be a 7.4 compatibility issue. The demo isnt using any particular 7.4 feature, but, I'll upgrade 7.4. If you can run it, you will see some bouncing sprites like the image below.



Macro Editor looks cool. Whats the scripting language?

Hassan
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Posted: 23rd Feb 2010 16:37
Quote: "Macro Editor looks cool. Whats the scripting language?"

no scripting language, i wrote it all in C++

Hmm..which demo is that? i updated SVN, and mine just throws balls at the box which is rotating, i can run it in debug mode

Michael P
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Posted: 23rd Feb 2010 19:22
Regarding the warnings, make sure you have warning level set to 3 (or 4) as it will pick up a lot of silly mistakes:

Project -> [name] Properties -> Configuration Properties -> C/C++ -> General -> Warning Level -> Level 3 (/W3)

TechLord
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Posted: 23rd Feb 2010 20:26
Thanks Michael P my Warning Level -> Off: Turn Off All Warnings (/W0)

Hassan
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Posted: 23rd Feb 2010 20:36
level 2-4 warnings doesn't really affect the program in most cases, it's really rare to get an error or a mistake because of them

TechLord
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Posted: 23rd Feb 2010 23:18 Edited at: 24th Feb 2010 07:42
Quote: "Hmm..which demo is that? i updated SVN, and mine just throws balls at the box which is rotating, i can run it in debug mode"
Are you updated to SVN Rev 71? If so you should see some bouncing MAUI sprites. This result would be very very good for the project.

Isocadia
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Posted: 24th Feb 2010 08:38
Well, even after 50 revisions I still can't get it to work and get en unhandeld exeption at the exact same place as before, and from what I can read here is that only the people that are working on stuff can get it to compile, I don't know if you changed anything and didn't upload it, but the problem is probably with my computer and configurations ( btw. How are you guys gonna fix this, if people can't get it to run now how will they be able to use it in the future? ) And did you guys upload a fully functional demo ( just the .exe's in the release folder ), because if that works that means it's just a setting in my compiler, if it doesn't work that its with my computer and that is a bit harder to fix.

Isocadia

TechLord
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Posted: 24th Feb 2010 10:06
Hi Isocadia. I really want this to work for you. There have been many changes with the latest revision. However, others have been able to compile and run the latest revision in Debug Win32 mode. This leads me to believe that issues exist with your DarkDGK and DOSP installation via SVN.

I noticed in earlier discussions your DGDK was installed on `D` Drive.

I've made changes in the Project properties to include libs etc using relative paths.

DOSP SVN Directory Structure is aligned to that of the Dark GDK Directory. When you perform the initial SVN Checkout, locate and select the `Dark GDK` directory. As long as your directories names match those in the "Dark GDK" directory, files should be properly placed when updating from SVN. Is it possible for you to provide a snapshot of your Dark GDK folder like the ones below?






Quote: "btw. How are you guys gonna fix this, if people can't get it to run now how will they be able to use it in the future?"


S3GE is currently in pre-alpha development phase and distribution is only provided via SVN. This method of distribution will continue through the alpha phase. When the S3GE has reached beta (capable of running a simple FPS demo) its binaries and source will be distributed via installer.





In this pre-alpha phase, S3GE's main.cpp is the demo. Successful compile & run verifies all the libbs are working properly. In this demo, new features are added with the existing features and tested. Currently, the demo shows off the scripting, 3D & 2D physics.

Isocadia
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Posted: 24th Feb 2010 10:32 Edited at: 24th Feb 2010 11:28
Here are the screens: ( in the the game creators folder )





and the errors I get:





I hope this helps.

Isocadia

Edit: wierd, images don't show up.

Hassan
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Posted: 24th Feb 2010 11:10 Edited at: 24th Feb 2010 11:25
i deleted every thing and re-updated it, now i can see 2d physics ( which is totally...AWESOME. ), but nothing 3d, if i hold space for some time, it says oops no more balls, but i didnt see any ball, not even the cube

but, once again, those 2d stuff are really awesome.

[edit] nevermind, it was my bad, i can see them now, pure awesomeness.

Matty H
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Posted: 24th Feb 2010 11:25 Edited at: 24th Feb 2010 11:26
Lol, I'm the opposite of Hassan, I can see all the 3D but not the 2D.
I have gone back to version 7.3 though so I will try 7.4 later.

edit: Hassan edited, so now its just me, can't see 2D stuff, I'm on revision 71.

TechLord
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Posted: 24th Feb 2010 11:33
Quote: "Here are the screens: ( in the the game creators folder )"

Thanks. I will have to check out the images at home because your media storage provider is blocked at the office. I'm sure we are close to a solution.

Quote: "i deleted every thing and re-updated it, now i can see 2d physics ( which is totally...AWESOME. ), but nothing 3d, if i hold space for some time, it says oops no more balls, but i didnt see any ball, not even the cube"

Things are getting better. You can also drag the 2D gizmos with the mouse. I can see it all on my machine (which I'm running < 7.4), i wonder if its a 7.4 issue. When you press Space you fire a sphere at the cube, you only get 50. If you press the UP key you activate testscript2 which spins the cube on the y axis. This demos shows off lua scripting, 2D physics, 3D physics, XML loading.

Matty H
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Posted: 24th Feb 2010 11:39
So I have no 2D, also, when I press the UP key the cube does not change its rotation, it rotates about x at all times.

I feel like I am at the wrong revision or something, weird.
I am running vista at the moment but will try it on my desktop, XP, and see what happens.

TechLord
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Posted: 24th Feb 2010 11:47 Edited at: 24th Feb 2010 17:41
Quote: "So I have no 2D, also, when I press the UP key the cube does not change its rotation, it rotates about x at all times."


Hey matty, at least it compiles and runs now, which means we're really close. It sounds as if its not loading the data files. Its using the bugboard class to output debug info to the clipboard. Run S3GE.exe and wait at least 1 min then shut it down. Post the clipboard contents here. I may be able to see whats going on from that info.

Matty H
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Posted: 24th Feb 2010 11:58
OK, im trying on my desktop and its the same.


Thats running for about a minute.

Hassan
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Posted: 24th Feb 2010 11:58 Edited at: 24th Feb 2010 12:11
Quote: "Things are getting better. You can also drag the 2D gizmos with the mouse"


THIS IS WHAT MAKES IT EXTREMELY COOL!

@ matty, do you have any folders with (!) on them? if so, make a copy of GDK stuff ( e.g. headers / libs etc ), and delete the (!) files, then re-update the SVN, and then add the copied GDK files in their places, everything should be fine now

EDIT:
after playing a bit with it, i got an error ( running it from \debug directory ), and when i press down key it also crash ( testscript 2 ), testscript crash doesnt happen in VC++ when debugging, 2d stuff are not shown if i run it from VC++ debug, only if i run it from \debug, also, testscipt does nothing ( is it supposed to do something? ), and, sprites are not shown once you start, it takes some time, then it starts changing text color / size, and write some stuff on the left, then it starts ( hope that's normal, lol xD )

Matty H
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Posted: 24th Feb 2010 12:03
Actually the include folder has '!' on it on my desktop but not on my laptop and neither work.
When I open the include, everything looks fine, all green ticks.

I will try a complete re-install later and see if it works, going out for a bit now though.

Matty H
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Posted: 24th Feb 2010 12:13 Edited at: 24th Feb 2010 12:19
It also does not run in release mode:




EDIT: I think this will be easy fix, just need to help it find box2D, must be some of my settings or something, really must go now, be back later.

TechLord
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Posted: 24th Feb 2010 13:30 Edited at: 24th Feb 2010 13:34
Quote: "It also does not run in release mode"
The current demo will not run in release mode. I'm currently only compiling & running in debug mode and the data files are located in the `assets` folder in the Debug Directory. It was a temp location until I worked out relative paths how paths work using fstream. I now know how fstreams paths work and will relocate the media files to the DGDK Media folder after everyone can compile and run the current demo.

Matty, your bugboard info tells me its not opening the main.maui data file, however, you may not have to reinstall. Check for the Debug/assets directory and associated data files. It also tells me the file verification needs work in the xmlfile constructor.

Quote: "after playing a bit with it, i got an error ( running it from \debug directory ), and when i press down key it also crash ( testscript 2 ), testscript crash doesnt happen in VC++ when debugging, 2d stuff are not shown if i run it from VC++ debug, only if i run it from \debug, also, testscipt does nothing ( is it supposed to do something? ), and, sprites are not shown once you start, it takes some time, then it starts changing text color / size, and write some stuff on the left, then it starts ( hope that's normal, lol xD )"


It's still a little unstable on run and its been painful finding bugs. I believe that most of current crashing is caused by the bugboard class itself as its copies info to the clipboard. If you try to copy something while demo is running it will crash it. Bugboard has helped me locate trouble, but, it could be creating trouble itself. Until we get VC++ Express debugging to work, its provide a quick fix for debug logging.

Yeah, the flipping text is normal. MAUI draws the gizmos in the background as it loads, then displays them when complete. The dbText font changes when font style is drawn. This will mostly like go away when I implement bitmapfonts. The idea is to stream the loading without halting the entire app to do so. But I notice large files such as bitmaps and music cause blips framerates anyways. Using the technique is giving me ideas on how to approach streaming data for level loading.

TechLord
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Posted: 24th Feb 2010 17:40
matty, I confirmed that the bugboard output you're generating is that when the main.maui is NOT found. I changed the name to test it and I get the same results:



When it works it will look like this:



Isocadia, the screenshots you posted are not displaying in any of my browsers. Maybe you can zip'em and attach to your post.

Isocadia
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Posted: 24th Feb 2010 17:48
Lol, something went wrong, but here they are anyway.

Isocadia

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Matty H
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Posted: 24th Feb 2010 17:48 Edited at: 24th Feb 2010 17:51
Changed:

To:


Got the bouncing sprites now, its really fun although as you know it does break. Wonder why I had to make that change and you guys never, maybe a setting it different on my visual studio.

I think my computer is still running slower, well after I have closed the program, can't say for sure though.

TechLord
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Posted: 24th Feb 2010 18:13 Edited at: 25th Feb 2010 08:08
Quote: "Got the bouncing sprites now, its really fun although as you know it does break."


Excellent!!! My setup expects the S3GE.exe (debug) to be in the Debug directory. Where do you output your executable?

You think its still running after termination. Look for S3GE.exe in the Task Manager. If you still see it in there, End Process.

I think the bugboard is causing breaks and fps blips. Its copies and repastes the entire clipboard data to append new info. When I disable it, the demo runs really smooth when loading with only 4 to 5 FPS drop which isn't noticeable.

TechLord
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Posted: 25th Feb 2010 08:23
Isocadia,

I peeked at your error screenshots. There is a known issue with using the VC++ Debugger. It will fail, so unfortunately we cannot use it. However, you should be able to compile and run the S3GE.exe directly. Goto Build -> Build S3GE. If you can compile successfully it will produce S3GE.exe in the Debug Directory. Run that.

Due to the issues with VC++ Debugger, I added Bugboard class to help with debug logging. It outputs info to the clipboard, but this does create some quirky behavior. Until we find a better way to output debug info or fix the issue with launching the VC++ Debugger, its better than nothing.

Matty, My property settings for the executable are:


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Matty H
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Posted: 25th Feb 2010 11:37
Mine is the same:


Isocadia
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Posted: 25th Feb 2010 12:10
Well, I got it to compile, but when I run the .exe I get the standard error message, name found a problem and needs to be closed, report don't report.

Isocadia

TechLord
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Matty H
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Posted: 6th Mar 2010 10:19
Wow, thats pretty amazing, can't wait until maui is finished.
Who did you hire to do that smooth, soothing voice-over?

I want a GUI to aid setting up 3D collision/physics, would you say this should be an independent application or are there plans to do this and more in one application?

TechLord
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Posted: 6th Mar 2010 10:53
Quote: "Wow, thats pretty amazing, can't wait until maui is finished.
Who did you hire to do that smooth, soothing voice-over?"
LOL, the narrator is lil ole me.

Quote: "I want a GUI to aid setting up 3D collision/physics, would you say this should be an independent application or are there plans to do this and more in one application?"
As Fulcrum will be available as a standalone Library, a standalone Editor application is reasonable addition.

S3GW will also require An integrated physics editor to produce WYSIWYG results and test physics against all game entities. If you develop the standalone first, we may be able model S3GW's physics editor after it, expediting development time.

Hassan
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Posted: 6th Mar 2010 13:41 Edited at: 6th Mar 2010 13:41
im really sorry guys, i cant work on brightshade anymore..really wanted to continue but i started using native directX, but if, by any chance you want brightshade's source code, send me an email @

forgive me if the code is a bit messy, also, it includes really few comments

i apologize again, and the video is cool TechLord, keep up the good work guys!

Have fun, and good luck

TechLord
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Posted: 6th Mar 2010 14:14 Edited at: 6th Mar 2010 14:14
Quote: "but i started using native directX"
That's great. Matty and I have been talking about writting our own DX Wrapper here.

Hassan
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Posted: 6th Mar 2010 15:47 Edited at: 6th Mar 2010 16:20
well directX is not that HARD, this is what i have till now..


functions:
-object loading
-object creating ( cube and sphere )
-object managing ( scale - position - rotate - color etc )
-cameras
-lights
-text ( way, way better than GDK text...dunno why the one who made GDK made it that way... )
-simple error reporting


incoming: ( in order )
-alpha blending
-stencil buffers ( shadows and mirrors )
-3d fonts
-mesh improvements
-camera improvements
-terrain
-particle system
-object picking
-shaders and effects

advanced:
-input
-sound
-studying 3d maths ( argggggghhh, might skip that)
-AI
-network ( UDP )
-overall direct3D improvements
-fog
-limbs and animations
-texturing / alpha blending improvements
-rendering flow improvements

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