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Xenon Playgate - Sixth Sense upcoming!


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#1 PsichiX

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Posted 27 September 2009 - 09:40 PM

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Title: XenoN PlayGate

Kind: Engine (Graphic, Physics, Sounds; (In testing: AI, Time controller, Network))

Description: In the end I could release the full version of GM wrapper. What is XenoN? It is a powerful engine for games and applications, in the current version uses 3 modules: Photon (graphics), Chaos (physics) and Echo (sounds). Graphics, with possibility of using Shaders (programs for the graphics card), may be even more realistic; Physics keep focus on the time and space, is fully modified, so you can yourself define your own behavior and interaction of elements of the world; With Audiere library, engine can play a lot of audio formats, and stream elements allow you to save space in memory. The project total is more than a year of work (monthly intervals) but it still is and will be supported to to be the best engine on GM scene. I will add soon more information about engine.
Day by day I will add the new parts or the whole tutorials, and new resources.

Download:

PlayGate Website: http://playgate.psichix.com (Always newest version!)
YoYoGames: http://www.yoyogames...ames/show/97950

File size: ~ 7 MB

Userbar (for support): http://img.userbars.pl/134/26752.png
More XenoN userbars == more motivation to make the best engine ever ^_^

Authors:

Programming: PsichiX
Graphics: PsichiX, Copoconaco, KubaGM

Screens:
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Edited by PsichiX, 23 October 2010 - 09:41 PM.

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#2 death-droid

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Posted 27 September 2009 - 09:51 PM

Awesome, glad to see this finally released.
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#3 Sindarin

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Posted 27 September 2009 - 10:10 PM

Great work, the only problems I seemed to have is when I switched from windowed to fullscreen, the contents disappeared, and that the XET Image converter needs to be converted for Vista compatibility.

Edited by Sindarin, 27 September 2009 - 10:12 PM.

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#4 PsichiX

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Posted 27 September 2009 - 10:15 PM

yes, because when fullscreen switch on, then window is destroyed and opengl render context too, you must then destroy Engine object, create again in fullscreen, and reload graphical resources. I will work on make this automaticaly, thanks for info ^_^
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#5 dadio

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Posted 27 September 2009 - 11:39 PM

Groovy ^_^

Now, sadly I can`t test it for 2 months or so cos I won`t have access to my own PC until then... doh!
But I`m happy to hear that this is out now - I very much look forward to fiddling around with this!

So can it work with GM6 & GM7, what about GM8?

Also, please make Shader1 support for the OpenGLrendering a priority :D Thanks!
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#6 PsichiX

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Posted 28 September 2009 - 05:18 AM

dadio, shaders are optional features, you can use now core opengl functions, without effects and it still be work :GM6: there is not only shader model 2 (pixel shader) support, but 1 (vertex shader) too ^_^ now I work on some fetures of Shader model 3 and 4 (geometry shader) and GLSL shaders support :D
and about gm8: i think that will work with new GM :D

Edited by PsichiX, 28 September 2009 - 09:57 AM.

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#7 dadio

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Posted 28 September 2009 - 09:47 AM

Really nice!
Ah, shame I can`t try it out now...
I`ll see if I can get to try it out over the next week or 2...
if I do I`ll give ya my thoughts.

Anyway, BIG congratulations on creating an OpenGL renderer for GM - that`s an apic achievement right there :whistle:
The thought of no more screen tearing brings a MASSIVE smile to my face <_<
Ya might want to add that "no screen tearing OpenGL rendering" info to the topic title, I am sure there are *alot* of people out there dying for just such a feature!

Great work!
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#8 death-droid

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Posted 28 September 2009 - 10:56 AM

I have a OpenGL 3d render sitting on my computer if you want the source code PsichiX it was made by xtra-fear awhile back and was quite powerful it even had basic 3d physics :whistle:
Sadly tho i stuffed up the original project file but the source code still remains.

Edited by death-droid, 28 September 2009 - 11:09 AM.

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#9 PsichiX

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Posted 28 September 2009 - 11:42 AM

Ok, for now I have an idea that I can made a big game tutorial using PlayGate and i have question: what kind of game can it be?
I think now about puzzle game like Portal but outdoor type, becasue it can teach You more about Frame Buffers (surfaces) and engine physics for portals and objects falling through them and some stuff like explosions and objects response, maybe We can together create a game like movie "Jumper", where we must fight with or run away from enemies and use jumping from point to point to teleport themselves or eliminate enemies.
What is Your opinion? :whistle:

Edited by PsichiX, 28 September 2009 - 11:53 AM.

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#10 death-droid

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Posted 28 September 2009 - 01:19 PM

That sounds like a great idea since it shows off so many aspects of the engine.
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#11 posva

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Posted 28 September 2009 - 04:22 PM

hehe, exellent!
you must learn us how to create images for the shadow effect, at leadt give us the original images of teh rocks :whistle:
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#12 Maxinston

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Posted 28 September 2009 - 10:52 PM

Teh engine's awesome!
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#13 e_barroga

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Posted 28 September 2009 - 11:53 PM

I don't really know what I am talking about, but I've got a quick question.

Ultimate3D was still pretty slow (mainly because of Game Maker). How will you get your engine to make a noticeable difference in terms of speed?

GMIrrlicht (which was a wrapper for the Irrlicht Engine) and Ultimate3D boasted speed but they were still slow.
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#14 dadio

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Posted 29 September 2009 - 04:36 AM

Soooo...
can anyone who normally had screentearing *on all GM games regardless of settings* please reply & let me know if this 100% solves the tearing once & for all?
I`m hopeful... but can`t test right now!
Anyone who knows for sure, please reply!
Thanks! :whistle:
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#15 PsichiX

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Posted 29 September 2009 - 05:36 AM

If you use EngineGM object, then game will run on gamemaker window, which has bad window settings (not all changeable in game settings), and sometimes
in very pessimistic case it can be screen tearing, but i have it once on tests, but when you use EnginePG object then will be 100% without screen tearing, because game will run on PlayGate window with good settings for opengl rendering (there it's no way to get screen tearing) :whistle:

@e_barroga: Whole engine optimization, a few options such as: display lists, render lists, vertex buffers, display buffers - all for quick rendering. Threading for function hard for CPU, which will be executed in background (such as physics update).

Edited by PsichiX, 29 September 2009 - 07:07 AM.

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#16 dadio

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Posted 29 September 2009 - 07:16 AM

Sounds good!

Now there is only one concern left for me (assuming we don`t get reports of lotsa bugs!)
that question is:

what are the terms of use of just the OpenGL renderer?
I`m assuming we can use it free possibly with credit or something?
Can it be used freely as well in games that are sold (important)?
Goodluck!

I think when this becomes more well known it will be BIG :whistle:
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#17 PsichiX

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Posted 29 September 2009 - 09:11 AM

If you will use this engine in free games, just add logo or credits somwhere :whistle: if you will use in commercial games, you must give me 15% profit, more info in license file. Now i think about rewrite license rules and only 10% profit (I must buy better tools to development this engine :)) <_<
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#18 death-droid

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Posted 29 September 2009 - 09:29 AM

That sounds fair enough PsichiX or just have a licensee that they have to buy.
I would love to help out on working on the engine.

Oh yeah PsichiX are you planning on a input module?
If your not i could try making one for you tho you don't like using other peoples code :whistle:


Anyway keep up the good work.
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#19 PsichiX

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Posted 29 September 2009 - 10:10 AM

for now I will be happy for 2 plugins: 3ds model manager and joystick / pad input :whistle: because now i have no time to make these plugins by myself <_<
tomorrow or even today I will give you SDK for plugins.

PS. I'm sorry if I understood something in wrong way, my English is not sensational ;p

Edited by PsichiX, 29 September 2009 - 10:48 AM.

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#20 posva

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Posted 29 September 2009 - 04:40 PM

will be possible to have the image rendering at real time? i mean for example to have the distorsed iamge from screen and not from file, using GM functions is really slow
it will be so great to have this :whistle:
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#21 PsichiX

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Posted 29 September 2009 - 04:54 PM

if I good understood you (getting image from screen), it's already possible (and this don't need rendered scene into window, this take texture from current render image (in framebuffer / surface) so you can get image of any time without refreshing screen):

to load screen into exist texture:
pgPhoton ( TEXTURE_ACTIVATE, Texture )
pgPhoton ( TEXTURE_LOAD_RENDER, Texture, X, Y, Width, Height )

or GM extension synonym to create new sprite from screen:
_sprite_create_from_screen ( Sprite, X, Y, Width, Height )

where X, Y, Width and Height are screen coordinates

Edited by PsichiX, 30 September 2009 - 07:16 AM.

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#22 Postality

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Posted 29 September 2009 - 05:12 PM

How do you use the open gl renderer by itself? of it is part of the effects etc?

I use IE so I can't read the docs
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#23 fredcobain

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Posted 29 September 2009 - 08:35 PM

Cannot open on Vista 64 bits.
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#24 death-droid

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Posted 29 September 2009 - 09:37 PM

fredcobain it should still work even tho it isn't built(compiled) for 64 bit systems since windows uses a inbuilt emulator to run 32bit apps.

Edited by death-droid, 29 September 2009 - 09:39 PM.

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#25 krele

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Posted 29 September 2009 - 09:58 PM

Psichix, don't you think you should change the wave shadows from your water shader to be white? So it's just a light refraction rather than shadow... It'll look like real water then.
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#26 LeadHead900

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Posted 30 September 2009 - 05:49 AM

This looks Really Advanced i don't know if i will be able to learn this easily. But i will sure as hell try
Include a Blank Template so users to can start work on Projects using this with all the Scripts and things loaded or maybe an Extension for this engine with special effects scripts that one needs to only add to the objects and also some basic functions to start the engine and anything else u guys can think off would be nice addition to the To-DO list. Though i Appreciated the Hard work i can see u put into this and fully agree with the user rights in the downloaded file i think its not much to ask for considering the Potential this engine has.

On the lines of the Downloaded File

I like the Refract/bumb the most i think and the envtest one lookes pretty Polished and from i what saw in the code for the example looked pretty quick to make. Though i could be wrong will need to have a look more using my main Rig. Another thing i liked was the Bump Mapping Overall GREAT work.

I sure will consider using this as my engine in my next game.

Edited by LeadHead900, 30 September 2009 - 06:06 AM.

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#27 Hach-Que

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Posted 30 September 2009 - 05:55 AM

This engine looks like it covers everything. If I was you, I'd write Xenon IDE and use that instead of Game Maker.
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#28 PsichiX

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Posted 30 September 2009 - 07:49 AM

since few month I work on XenoN game studio (IDE) and DNA Factory (Advanced Neuro-Dynamics body modeler), first i must put AngelScript into framework, then i must find good free compilator, change winapi to wxwidgets, so then xenon will run on Linux and Mac too :)

Edited by PsichiX, 30 September 2009 - 07:52 AM.

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#29 freaked

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Posted 30 September 2009 - 08:50 AM

then i must find good free compilator

If the AngelScript you mentioned is the game scripting language of your IDE, then I strongly suggest you replace it with Python or Lua(more lightweight), which can be embedded into C/C++ apps (or others languages for that matter).
Both are open source and run on most platforms.
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#30 death-droid

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Posted 30 September 2009 - 09:30 AM

@PsichiX the best compiler I've used is Microsoft Visual C++ Express. Also personally I'm against the idea of using Python or lua instead of a custom script language.
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#31 PsichiX

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Posted 30 September 2009 - 09:33 AM

i will definitely use AngelScript, because is faster than other scripts and is Cross platform too - It has been confirmed to work on Win32, Linux, MacOS X, XBox, XBox 360, PS2, PSP, PS3, Dreamcast, Nintendo DS, Windows Mobile, iPhone, and Android. Confirmed CPUs: x86, amd64, sh4, mips, ppc, ppc64, arm. And is embedded in c/c++ too :)

Edited by PsichiX, 30 September 2009 - 11:08 AM.

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#32 death-droid

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Posted 30 September 2009 - 11:16 AM

Ah that's great to hear. :)
Never looked into things like Angelscript, I'll have to check it out one day.
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#33 posva

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Posted 30 September 2009 - 05:28 PM

if I good understood you (getting image from screen), it's already possible (and this don't need rendered scene into window, this take texture from current render image (in framebuffer / surface) so you can get image of any time without refreshing screen):

to load screen into exist texture:

pgPhoton ( TEXTURE_ACTIVATE, Texture )
pgPhoton ( TEXTURE_LOAD_RENDER, Texture, X, Y, Width, Height )

or GM extension synonym to create new sprite from screen:
_sprite_create_from_screen ( Sprite, X, Y, Width, Height )

where X, Y, Width and Height are screen coordinates



oh, Ok, will try it! :)
but the GM function it's tooooo slow
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#34 PsichiX

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Posted 30 September 2009 - 05:35 PM

remember, functions which as first character in name have: "_", are PlayGate synonyms to original GM functions with the same arguments, like this: "_sprite_create_from_screen()" :)
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#35 krele

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Posted 30 September 2009 - 10:45 PM

remember, functions which as first character in name have: "_", are PlayGate synonyms to original GM functions with the same arguments, like this: "_sprite_create_from_screen()" :)

Could you benchmark it? I'm curious how fast your engine is compaired to gm...
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#36 PsichiX

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Posted 01 October 2009 - 07:18 AM

ok, today i release benchmark test and surfaces (frame buffer) example tutorial to create dynamic textures (put some spray on wall ;)). Last night I changed State Variable adressing, which will have major instance PG, which have all state variables. this save memory space. today after 3:00 PM GMT+1 i will release fixed engine :)

Edited by PsichiX, 01 October 2009 - 09:09 AM.

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#37 death-droid

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Posted 01 October 2009 - 08:58 AM

Awesome, oh yeah not to bother you PsichiX but how much longer before you'll be able to send me the sdk for plugins?
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#38 PsichiX

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Posted 01 October 2009 - 09:04 AM

oh, i'm very very sorry for that death-droid :/ when i saw what happens with memory, when we have 1000 instances with all header variables (~400) in each instance, i must freeze work on plugin sdk for a while, and fix this quick as i can. i fixed it already so don't worry, today i will first finish plugin sdk for you, second make examples :)

Edited by PsichiX, 01 October 2009 - 09:08 AM.

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#39 death-droid

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Posted 01 October 2009 - 08:56 PM

Ok, cool can't wait :)
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#40 PsichiX

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Posted 01 October 2009 - 09:30 PM

i have bad and good news - bad: i think about this plugin interface and this will can be very dangerous (to creating virus-like code - i don't like this idea), so death-droid, send me via PM how will work your plugin then we will be can talk more about plugin interface for keep security for plugin manager, if you help me then I can think of a better system for plugins :) good news: with Snake's GMapi help and himself, i will replace GM functions with PlayGate functions, so rendering will be much faster using native OpenGL rendering in GM ;)

Edited by PsichiX, 01 October 2009 - 09:33 PM.

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#41 death-droid

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Posted 01 October 2009 - 09:37 PM

Ok,
One thing what do you mean by

send me via PM how will work your plugin


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#42 PsichiX

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Posted 01 October 2009 - 09:43 PM

i think that you try make some plugin, right? i'm curious what this will can do, then i can think about your plugin interface, this can help me a lot. Or if i'm wrong then sorry :)
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#43 dadio

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Posted 02 October 2009 - 04:26 AM

All sounds pretty legendary ;)
This is gonna be real popluar once it catches on.

*Please* whatever else you do in the future (your own gamecreation prog etc.), *please* keep this OpenGL rendering available & "free" for GM...
I`d hate to suddenly see this vanish or links die before I even had a chance to try it! :)

Anyway, keep up the fantastic work...
it really does sound stunning & revolutionary for GM! ^_^
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#44 death-droid

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Posted 04 October 2009 - 07:43 AM

It should remain free for GM well to a extent you have to pay for a license for commercial use.
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#45 Hach-Que

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Posted 04 October 2009 - 07:50 AM

i think that you try make some plugin, right? i'm curious what this will can do, then i can think about your plugin interface, this can help me a lot. Or if i'm wrong then sorry :)


You could probably set up signing of DLLs (I heard you can do this) and then ask people to submit the DLL source code to a website where it is then compiled and signed after being manually verified by a staff member of the site. That way the engine would only load signed DLLs that you've made sure are safe.
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#46 RamboFox

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Posted 04 October 2009 - 08:11 AM

It should remain free for GM well to a extent you have to pay for a license for commercial use.

Screw that idea and shove it - opensource all the way!

*EDIT*
Any news about the OpenGL version? Games with the OpenGL render runs faster than DirectX biased rendering on my old PC (running on a Pentium 3 FYI)

*EDIT2*
Also, I would like to know whether the plugins will be cross-compatible between the current version, and the (quite awesome) OpenGL version (that will hopefully be completed).

Edited by RamboFox, 04 October 2009 - 08:23 AM.

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#47 death-droid

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Posted 04 October 2009 - 09:27 AM

Any news about the OpenGL version? Games with the OpenGL render runs faster than DirectX biased rendering on my old PC (running on a Pentium 3 FYI)

The openGL render is already present in the plugin.

Screw that idea and shove it - opensource all the way!

If you like opensource stuff so much you better start looking for a different rendering system to OpenGL and DirectX :)
PsichiX has spent ages on this so he deserves the right to make it you require to have a license to use this in commercial products.

Edited by death-droid, 04 October 2009 - 09:28 AM.

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#48 newbie013

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Posted 04 October 2009 - 10:29 AM

I like the idea but when I run the example the EnvSys room crashes complaining about fb0 isn't supported and all other examples don' show anything except a static image >.> so the effects also don't work for me xD can you fix this >.> i have a ati radeon 9200 :)
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#49 PsichiX

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Posted 04 October 2009 - 04:05 PM

OK, the Setup Pack 2 released, and the new example - surfaces and dynamic textures (eg, random cracks, holes in the texture, etc.) and plugins sdk to creating DLL for GM, which can perform the functions within PlayGate, like they would be in GM. This will allow to extending capabilities of the engine, for example by plug-ins to load and manage various formats and convert models to the physical body, plug into the gamepad and joystick support, and simple clustering functionality PlayGate to use it even simpler! SDK for plug-ins work only in Visual C++ (2008 or later). Requires knowledge of object oriented programming, usage DLLs (writing functions, loading and calling in GM), and PlayGate functions.

New version available at: http://playgate.psichix.com/

opensource all the way!

I would like, but the professional tools costing much money. I would like to be the engine completely free for commercial production, but as you can see, yet I can not allow it.

Edited by PsichiX, 05 October 2009 - 06:55 AM.

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#50 LeadHead900

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Posted 05 October 2009 - 06:17 AM

@Psichix
does this engine really run using OpenGl and if i am correct from reading this engine takes the Limitations of what can be done with out a huge speed drop out for GM once and for all and no more screen Tear.

I have to say if this is correct then this is by far the most exciting work i have seen on here and yea i know im pretty new to gm only have 1wip up on here but as i don't do a scripting a lot as I'm not a logical thinker and for me programming is for logic people who A can be bothered and B have the brain powerz to remember ALL the functions and make syntax's to work efficiently using code where i fail at the remembering part don't get me wrong would LOVE to learn but just takes so long and i don't really want to turn my mind into a Logical machine for making a game.

I do Dig around in the code sections from time to time tho but i pretty much stick to basic functions and really only use code if i CAN"T get a DND to do the job in the way i want it.

so it is here i make a special request i would like i if u get time to put to geather a sample that is what i would call a Blank Canvas just a example file that has all the bits and things in there and is ready to use and all i would have to do is call the functions and call the scripts and such if this at all possible.

I have also been on and off you hosting site for this dll and i do feel a little sad to see no real Hard media for a manual i know that most of its uses hide within the example i have looked -_- but i was also wondering if there was not a Manual - Documentation with clear instructions on the uses and how to use it in the File then i would be pretty much stuck on a rock. Although Forgive me if there was documentation included.

I would like to finish my post off by saying Thanks for the hard work u have obviously put into this and i will Credit u in ever way i can when i start using this engine and i think it ENV example looks almost as good as a Basic Sacred 2 type gfx well the water does :chikin

Regards Geoff
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