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world-name: r3wp
Group: All ... except covered in other channels [web-public] | ||
Reichart: 6-Feb-2008 | Yup, I knew Roman (the founded) when he introduced his stuff at SIGGRAPH, an when he first showed Calagari on the Amiga. His stuff has come a LONG way. Very impressive (very cool guy too). I need only a 2D scripting system though. BrianH, I did not know about EBML, but I don't see the advantage of EBML, or Rebin for that matter. PCode (in my simple mind) servers several purposes: - Portability to multiple systems. - Faster execution - Smaller size Pretty much in that order. Back when I did video games, I designed a language called MIDAS (which, while it looks like I made the name fit the acronym, I did not….Machine Independent Demonstration and Animation System) It was designed to do the opening credits, scores, dialogs, win sequences, and it produced simple (very very simple pcode) out to the C64, IBM, Amiga, etc. All you had to do was convert the art, and we had a tool to do that too. Each command would become 1 byte (since there were less than 256 commands. So it produced something that looked like assembly. With both EBML and Rebin, there would be (I assume) still parsing, unless you are writing everything yourself (in other words, a player). | |
Group: Ann-Reply ... Reply to Announce group [web-public] | ||
BrianH: 24-Aug-2010 | Anything that requires traditional I/O (not OpenGL or DirectX) will have a lot of variation on Windows. Video games use timers and delays to get consistent behavior. | |
Maxim: 27-Oct-2010 | in the current stat of the host-kit and rebol architecture in general: --------------------------- 1) I cannot use data, since that is being used by r3_gui.r3 so it has in effect become a reserved word which we can't use. 2) if I use gob/draw, then I am in fact trying to hijack the meaning of draw gob... an AGG draw block. 3) the current gob! API is very limited because it was shrunk to handle a very specific use case. I can't really play around with anything cause it just breaks up real quick (I tried). 4) the CGR API doesn't have a scene dialect yet, but that is just high-level use. if you look at the code, its 4 lines of code to have an openGL high-rez model viewable in a window... I hardly consider that bloat. 5) using commands to manage a real life scene with several thousand animated, deforming objects and scene changes, is a nice dream. it doesn't work in practice since just managing the thousands of blocks this requires ends up eating a way a sizeable part of the CPU and ram. 6) data marshalling is heavy, REBOL datatype access is heavy, datatypes use A LOT of ram, and the GC is extremely intrusive, CGRs solve all of this while still making the high-level interface easy as pie. 7) primitives are more than just dead weight they allow direct access to/from rebol and the CGR itself. they are the *low* level interface which can be used directly or directed by the use of a dialect later. the difference from AGG is that these structures are persistent for many reasons, which will be much clearer in the future. 8) CGRs are not only for 3d graphics, but for any rendering. primitives are a generic container to access/construct any rendering engine in the same way. ie. all CGR will use the same core cgr dialect. 9) the code does support multiple cgr gobs, but it might have bugs... I didn't even try it yet... I was busy getting this stable and released asap. 10) The opengl-cgr currently doesn't integrate into the view compositing, since that instantly *kills* rebol. I mean... totally. 500x500 a 30fps... = 100% cpu just blitting graphics (not even opengl rendering). opengl-cgr uses the container mode, which actually uses up a sub-window (like every single construct in windows) and allows system double buffering in that area. 11) CGRs are compatible with all other gobs, though they must be built to support the internal gfx pipeline by using the compositor or image rendering modes. That is how I started and it was quickly obvious how un feasible it was for opengl. 12) rendering performances ARE very implementation specific. using show instead of cgr-refresh on the display loop will show a performance penalty anywhere from 10-1000% (depending on nested gob depth & size). If I didn't create internal data for the models, the large tree example would run much slower, if I used commands to call every opengl call in the large tree example, it would likely take several seconds a frame even with hw support. in the future: ---------------------------- -there will be (hopefully) a small number of changes to the host-kit which will allow 1, 2, 3 to be resolved in a more natural REBOL feel... this current implementation actually highlights those needs and you where quick to point them out :-) -concurrency requires a bit more sophisticated structures to prevent locks, using the current design I solve some (though not all, yet) of the requirements for true concurrency, and this directly relates to issues and/or decisions in 5, 6, 7 & 8 -my goal is to have a high-performance rendering engine which isn't bound by any inherent design incompatibilities between REBOL and optimised native code, especially if the engine has access to hardware in parralel to the interpreter. when i look at all the current games out there and they slow down even using only compiled code and sometimes not even really complex scenes, I don't want to fall into the trap of adding an additional layer of slowness which is to have the interpreter doing the renderer's job. -I'm not trying to make a "cool" rebol plugin... I am trying to make an engine which is optimisized to run within REBOL. the idea being not to help out rebolers per say, but to attract people with rendering needs TO REBOL because it has a high-perfomance engine *built-in* to which you can graph any actual renderer (DX, OpenGL, video frame buffers, etc). -did I mention I want to make an AGG CGR ? ;-) | |
Group: Linux ... [web-public] group for linux REBOL users | ||
Izkata: 26-Jul-2007 | And, I agree with btiffin - the Linux desktop is getting there, slowly but surely. Especially Ubuntu, which my *mom* wants me to install when she gets her laptop, after having checked out mine a couple of times. I only use Windows for video games that don't run well under WINE. | |
BudzinskiC: 26-Oct-2009 | I never had any trouble with Java + Swing working everywhere, but I only recently started using Java for real (about a year ago I think) so maybe it's just gotten a lot better now and was awful in the past ^^ But I guess it also depends a lot on what you are trying to do. Programming shouldn't be generalized. There are so many vastly different categories of programming (database, web, server, games, system, scripting, image/video processing, automation, A.I., embedded, etc.) that your mileage may vary depending on your area of interest. And don't get me wrong, I don't want to bash REBOL in any way. Apart from being completely new to the language which means that I can't really say if it's bad or good yet, I wouldn't be here if I didn't think it was useful and had potential :) Thankfully I already had some basic experience with Scheme, Clojure (a lisp) and Haskell so that REBOL's syntax didn't come as a shock for me :) | |
Group: AGG ... to discus new Rebol/View with AGG [web-public] | ||
[unknown: 9]: 11-Jun-2007 | Henrik, funny you should post that.............I'm in need of a way to take a 2D diagram, and turn into exactly that (which is called an isometric view). A cool feature would be that the colour of a 2D rectangle, and perhaps even the line weight and colour would dictate the 3D height, colour, and treatment. The reason I want this is that I'm building a diagram of the architecture of Qtask, and want to make it easy to see and understand. What I'm planning to do right now is draw it in 2D first. Then pick a good angle (in my mind). Then build all the 3D objects on an isometric field (sort of like old video games like Zaxxon). Then scale them into place. Then add the text words in front of them. I like the words on top vs side as well of the image you posted. If you know what was used to generate that I would like to know. | |
Group: !REBOL3-OLD1 ... [web-public] | ||
BrianH: 9-Nov-2009 | As a practical example, if you are doing device-independent rendering you work in proportions (floating point ratios) and then convert to exact values (integer coordinates) on final rendering to the real device. Video games do this all the time - that is why GPUs need floating point hardware. Same with sub-pixel rendering. If you are working in proportions, your modulus functions will need to handle them. And modulus could be used for bounding box calculations on textured surfaces too. In both those cases, the programmer will probably know enough about accumulated error to want to control it themselves. The non-rounding behavior of // would be a benefit to them then, so rounding can be minimized. | |
Group: Games ... talk about using REBOL for games [web-public] | ||
[unknown: 9]: 29-Jun-2007 | So, let me help you help me (I have designed about 120 video games). You need to break down your art as follows name, size, comments For example In looking at your image names, I can't map them to "purpose" What are card and card1? May I suggest you rename things first, and a smart move is to put in place holder art that is the size you want to finally use. Even if it just has the name of what will be there, ie "Gold" etc. | |
Reichart: 15-Aug-2011 | Kaj, .... Gab pretty much nailed it. Endo, .... Indeed, so are you saying you can't beat this go program every single time in just a few moves? I seem to be able to beat it every single time almost instantly, which I think was Ladislav's point. I'm just confirming I did not simply find a way to beat it as a sort of trick. I used to design AI for games, so I tend to get around it pretty quickly. If you would like I will send you a video of me plaything this game several times. | |
Group: gfx math ... Graphics or geometry related math discussion [web-public] | ||
Reichart: 12-Jan-2009 | May I suggest that: - Starting with just cold metal - metal is not a single colour. You are seeing many colours at all times, and different patches of colour everywhere. You are seeing colours reflected and you need a coefficient table to calculate the reflection index. Copper for example would lean heavily towards red. - Next, heated metals are the same, meaning, not a single colour either, but now for a different reason. But to produce the illusion of something burning hotter and hotter will require something that is multi-pass, and changing constantly. In video games to produce the afterburner on a jet we did a few tricks: - The jet flame itself was made of a cone-like shape (maybe a dozen polygons). - The cone was set with an alpha channel so that the source was close to opaque, and the tip was close to translucent. - A second cone was placed around the first cone, but just slightly larger. - They both undulated at all times. In other words, the length was always changing for both cones independently just slight. And when the jet went faster and slower, they changed from long to flat (with the plane itself). - The textures on the polygons were already a rainbox of colours, but as the jet changed what it was doing, the colour pallet was changed. Again, both cones were not always changed at the exact same time. - Just behind the jet (but depending on your angle of view), several filters (polygons that read the bg info and render again) would be used to create a small waiver and a refocusing. The more GPU you had, the more of this you could do, and the better the final effect would look. - Lastly, and this is what makes the whole thing amazing in a 3D game. We are always checking the location of bright things, such as the sun, or things like the after burner filling your screen. If so, we change the contrast of the whole world, and flare out your iris. In the case of the sun we throw up a lens flare, and darken all the ships in the sky. Even as a 2D problem, you should attach this the same way. This video I think drives this all home for you. http://www.youtube.com/watch?v=mHL94qQgl_8&feature=related |