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AppGameKit Classic Chat / AGK 3D update, now faster and with new commands - coming soon!.

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Preben
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Posted: 2nd Nov 2018 16:15



Comments / suggestions ? , and remember to subscribe to my YouTube channel would really appreciate it
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Bored of the Rings
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Posted: 2nd Nov 2018 16:46
I will watch the video and if I have any comments, suggestions will provide some feedback. Thanks for the time Preben for making the video.
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GarBenjamin
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Posted: 2nd Nov 2018 16:55
That all looks awesome Preben! Very nice work. We can always use more raw speed and near DOUBLING is huge. Having an excellent GUI system is a huge win as well. You do fantastic work. Looking forward to these major enhancements. Can you work with Rick to get these included in the products?
smallg
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Posted: 2nd Nov 2018 18:33
you have been busy, looks very neat though i'm a bit unsure how the GUI system will work when it comes to actually coding, is there a window for that too and will it also update in real time or is the GUI only for variables that you have exposed to the GUI interface?
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janbo
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Posted: 2nd Nov 2018 18:41 Edited at: 2nd Nov 2018 18:47
Uh Imgui wrapped for AGK...
Thats great !
If you are at it right now, I want to ask you kindly, if you can implement nodes too ?
ocornut already made something here: https://gist.github.com/ocornut/7e9b3ec566a333d725d4
If not...well then I'll have to add it to github myself
Golelorn
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Posted: 2nd Nov 2018 20:01
Is this the takeover project from Blendman?
janbo
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Posted: 2nd Nov 2018 22:52
Nope he is wrapping the imgui library opengl2/es2 version from here https://github.com/ocornut/imgui for AGK.
=PRoF=
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Posted: 3rd Nov 2018 00:17
Wow! That's some good work Preben!
MadBit
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Posted: 3rd Nov 2018 07:22
That's really very impressive.
Will it come out as a plugin or really as an update for AppGameKit?
I see you use the Git AgkTier2 repository. I hope it's intended as an update.
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Preben
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Posted: 3rd Nov 2018 13:38
Thanks , but perhaps i should not have showed the GUI system in the video, its not really ready yet, so i cant say anything about when/how its going to be released yet. More info on the GUI stuff later.

The update will be about speed and all the new 3D commands, i will submit everything tomorrow to GitHub for Paul to checkout and hopefully include in the next update
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best regards Preben Eriksen,
Ortu
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Posted: 3rd Nov 2018 15:56
Very nice, this is the kind of thing that really pushes agk forward, I hope it can find its way into the official build
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Xaby
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Posted: 4th Nov 2018 11:07
The GUI-thingly is, what I was looking for. The question is, would it run also on Android, iOS, and so on, or is it Windows only?
I guess, with a nice GUI lib, we will see a lot of great tools made with AppGameKit for AppGameKit users and so on.

Thanks Preben for showing it. And the x2 optimisation is also a really great thing.
Preben
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Posted: 4th Nov 2018 12:20 Edited at: 4th Nov 2018 12:21
Thanks

The GitHub pull was made for Paul to checkout:
https://github.com/TheGameCreators/AGKTier2/pull/5

New commands:
void agk::ExtractZip(const char* zipfilename, const char* path, const char* password)
UINT agk::CreateObjectFromHeightMap( const char* szImageFile, float width, float height, float length, int smoothing, int split, int rawWidth, int rawHeight)
void agk::CreateObjectFromHeightMap(UINT objID, const char* szImageFile, float width, float height, float length, int smoothing, int split, int rawWidth, int rawHeight )
void agk::SetObjectMeshVisible(UINT objID, UINT meshIndex,int mode)
char* agk::GetObjectTextureName(UINT objID, UINT textureIndex)
UINT agk::GetObjectNumTextures(UINT objID)
void agk::SetObjectMeshCollisionMode(UINT objID,int meshIndex, int mode)

Pre calculate sqrdist before sorting transparent object. 100% faster qsort.
Faster processing of non visible objects.
Early out in light checks.
Light checks ignore not visible mesh'es.
Draw objects, early out if not visible.
Draw mesh, early out if mesh not visible.


About the GUI, currently it only works on Win/Mac/Linux , but perhaps im able to get it to work on mobiles , just need to change rendering to platform independent functions. Its just a pain to test using tier2
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puzzler2018
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Posted: 4th Nov 2018 12:28
Awesome Preban...

I know it maybe too much to ask, but is it possible to redesign / create a new SetObjectMeshFromMemblock command, this command needs to be used to rebuild an entire object mesh.

and if the mesh is indeed 100,000,000 in size, then thats an aweful lot of time wasted for FPS so i was thinking more of a command like

SetObjectMeshVerties ( MeshObj, VertexFrom, VertexTo ) - and only change any vertices that may have changed with
SetMeshMemblockVertexPosition for example

This would be an absolutely ***** (5 * ) command if this can be achived too.

Hope that makes sense


Preben
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Posted: 4th Nov 2018 13:12 Edited at: 4th Nov 2018 13:13
puzzler2018: Sure its possible , but there are still some processing involved like generating new face list and setting up a new collision mesh , this would be needed even if you only change 1 vertex , so perhaps it should be split up so you do all your vertex changes and end it with a new command to change the collision data , let see ...

janbo:
The node sample seams to work , but there is still a lot missing functions in that sample so ...

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Cliff Mellangard 3DEGS
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Posted: 4th Nov 2018 13:32
Any speed improvements on 3d should help on sprites as well as agk is actually all 3d only projection that change ?
It have some huge issues on simple 2d as well.

I use alot of getimage in many apps and they grabb an image of the backbuffer that have the device resolution in size.

So a grabbed 16x16 tile is 96x96 ( 294 byte ) when grabbed on my computer etc

I hardcoded a function to crunch it down to at least 48x48 (142 bytes) to keep its pixel quality. ( works on all devices and resolutions i tested it on with the same pixel quality)

my app goes from 22 fps to 28 with a locked fps around 30 on a samsung galaxy y.

Dont sound much but on mobiles it is .....

Maybe something to look at to fix in the core of agk
Should help on shaders that use getimage ?

Great work so far preben.
Preben
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Posted: 4th Nov 2018 14:07
Cliff Mellangard 3DEGS: Yes getimage is very slow as it need to copy the backbuffer from GPU to CPU , perhaps you should make a post process shader instead of using getimage , so you dont have to transfer the backbuffer to CPU but access it directly in your post processing shader ?. so you use SetRenderToImage to directly render into your sprite image (if that is what your doing)

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Cliff Mellangard 3DEGS
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Posted: 4th Nov 2018 16:40 Edited at: 4th Nov 2018 16:41
My mapper Paints the tiles internally and use getimage to get them on to the sprite …
Maybe i nead to brush up some shader skills when i get more time from my other work

I posted my function over at the codesnippets board.
CJB
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Posted: 4th Nov 2018 18:49
Great looking work Preben (as usual)! Can't wait to see all of that in Tier 1
fubarpk
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Posted: 5th Nov 2018 00:08
Great Stuff

Particularly interested in the create object from heightmap which could allow the use of several heightmaps perhaps joined together
to make one world or even another method of making an object. And if it uses the true color heightmaps can allow for objects such
as huts etc which are hollow in the centre with doors even I have seen from other created heightmaps. But even if it don't allow that
and sticks to grayscale heightmaps the power and versatility is incredible


Thanks for your work
fubar
Jack
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Posted: 5th Nov 2018 12:46
+1 GUI
+1 3d Speed
+1 Depth of 3d Models handling (did it in realtime, but this is better)
+1 Obj from Heightmap
Thx Preben!

There is no reason why this should not be merged into AGK.
An App Game Kit should also be able to create Software for game development, like editors, so the GUI is legit as hell.

It seems that we need random noise generators now, in order to create fine procedual terrains.

Preben, can you add some sort of command to set the normals of an object? This was quite fine in DBP and would fit perfectly to your 3d Update.

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janbo
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Posted: 5th Nov 2018 17:17 Edited at: 5th Nov 2018 17:26
Jack wrote: "some sort of command to set the normals of an object?"


You don't mean SetMeshMemblockVertexNormal() right ?
Do you mean something to recalculate the normals of an entire generated object or something ? and what kind ? soft-normals hard-edge normals ? both probably
CJB
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Posted: 5th Nov 2018 23:29
Regards auto normals: an auto mode would be good. Hard edge when vertex angle is greater than a defined value, otherwise smooth.
Santman
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Posted: 6th Nov 2018 18:17
Omg......this is the first update I've been excited about for months.....just for the rendering pipeline increases alone! Amazing work Preben.
janbo
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Posted: 7th Nov 2018 14:19 Edited at: 7th Nov 2018 15:02
@puzzler: Save your objects data into a nice structure, make all changes on that struct and from there use SetObjectMeshFromMemblock to push the changes onto the object.

@preben: great news, if i find the time I can add the rest, thank you !

@cjb: I can do that(if i find time)
Actually the meshmanipulation part of my pack isnt to far from it.
Rick Nasher
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Posted: 12th Nov 2018 18:13 Edited at: 13th Nov 2018 17:39
@Preben:
Great update.

About the gui:
If you add a code display window plus a compile button then you almost have the Unity interface (not that I fancy that or want to give anybody the 'wrong' idea.

Any chance on physics extensions/improvements?
PartTimeCoder
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Posted: 12th Nov 2018 20:41
That GUI lib looks fantastic I'd sure like to get my hands on that.

Many thanks for all your work in the recent update Preben.

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