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GM Studio+Ultimate3D Review; includes gm8.1 for use in studio
Topic Started: Sep 9 2012, 10:01 PM (5,600 Views)
PoniesForPeace
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I have gotten Ultimate3D to work with studio!
Overall the speed is about the same.
But with high volumes of low polygon objects, (water streams)...gm studio helped a lot.
Basically I had nine npcs all streaming water continuously and I got about 58-64 fps. That's a lot of water.
In comparison, GM8.1 did the same thing at 21-26 fps.
Unfortunately, GM Studio has a strange flickering going on, it can't decide whether or not to draw Ultimate3D or Game Maker. This is a big problem and it needs to be fixed before Studio can be a viable alternative to GM for rendering U3d.

http://filebeam.com/9fdc853ca63e0f7d9554d82533af3ff2
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Despellanion
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How did you do that? GM Studio doesn't even have support for DLL calls.
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PoniesForPeace
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It does. You simply have to include Ultimate3D.dll as an included file. I believe only the beta or maybe an old version of Studio didn't have support for DLLs.
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Dr. Best
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Cool. Finally somebody took care of the necessary compatibility fixes.

I am willing to have a look at this flickering issue, but for this you will have to upload something executable, because I do not have any Game Maker version installed.
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PoniesForPeace
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Dr. Best
Sep 9 2012, 10:54 PM
Cool. Finally somebody took care of the necessary compatibility fixes.

I am willing to have a look at this flickering issue, but for this you will have to upload something executable, because I do not have any Game Maker version installed.
Yes, I probably should have included that to begin with.

http://filebeam.com/a00ccdca6cb981e5c0cd886b3e51da53


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Dr. Best
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I can't seem to find the Game Maker Studio documentation online, but what you have to look for is a function to make it stop rendering anything at all. This should get rid of the problem.
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PoniesForPeace
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Dr. Best
Sep 10 2012, 12:55 AM
I can't seem to find the Game Maker Studio documentation online, but what you have to look for is a function to make it stop rendering anything at all. This should get rid of the problem.
I don't think you'll find anything, but I'm in the process of uploading it, it should be done in a few minutes.

They got rid of set_automatic_draw() so I don't know what to do exactly, I have tried a few things like making all objects invisible and disabling or enabling background colors, but it didn't seem to matter.
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zelda4evr
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PoniesForPeace
Sep 10 2012, 01:17 AM
I'm in the process of uploading it, it should be done in a few minutes.
In the process of uploading what exactly? cus I was about to upload the documentation, but not if you are. Yes those functions are missing, although there might be something in the new draw gui functions

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PoniesForPeace
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http://fbe.am/bUo

I have seen the DrawGUI event but other than that it is a mystery to me.
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zelda4evr
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and why they named the help file 5pice ill never know

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Dr. Best
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Thanks for uploading that. I wonder why they don't have it online. It is useful to have these things at hand online.

Anyway try using view_visible to disable drawing of all views.

If that does not help, show me your modified init script. The first parameter passed to the U3D init function (namely the window handle) is of crucial importance to this problem.
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PoniesForPeace
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for (ii=0; ii<8; ii+=1;)
view_visible[ii]=0 didn't work, so
Spoiler: click to toggle
Edited by PoniesForPeace, Sep 10 2012, 02:23 AM.
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Dr. Best
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Why isn't window_handle() documented anywhere, if it still exists? Odd.

Anyway, I see two possible ways to work around this:

  • Make Ultimate 3D use its own window. This should be possible by passing 0 where you are currently passing window_handle(), but I have never tried this.
  • Use a DLL, which interfaces the WinAPI, to modify the settings of the Game Maker window such that it won't interfere with the Ultimate 3D window anymore.

If neither of both works, I could modify the DLL itself to handle the interaction with Game Maker Studio better, but I am trying to avoid this, because it would require some setup first and it might introduce new bugs.
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influxWIshdream
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Well, I did some small research and look what I found:

"The simplest way to use the "layout" from the room editor, is to add a draw event, and just put in a comment at the top, so it's empty. This will stop automatic drawing.

You can then add a draw GUI event and simply add "draw_self()" into it."

Not sure how this could help though...
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PoniesForPeace
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Quote:
 
Make Ultimate 3D use its own window. This should be possible by passing 0 where you are currently passing window_handle(), but I have never tried this.

Gave me an crucial error saying cannot init DirectX 8.1
Failed to initiliaze Ultimate3D.

Quote:
 
Use a DLL, which interfaces the WinAPI, to modify the settings of the Game Maker window such that it won't interfere with the Ultimate 3D window anymore.

Sounds really complicated, I would probably not have a clue what I would be doing.

Quote:
 
"The simplest way to use the "layout" from the room editor, is to add a draw event, and just put in a comment at the top, so it's empty. This will stop automatic drawing.
You can then add a draw GUI event and simply add "draw_self()" into it."

Nope this did not work either.

Could this problem be related to the fact that GM is using Dx9 and U3d is using Dx8 at the same time?
Edited by PoniesForPeace, Sep 10 2012, 06:22 PM.
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