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ENIGMA Development Environment; The free and open source Game Maker clone.
Topic Started: Mar 19 2013, 04:21 AM (2,917 Views)
RobertBColton
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ENIGMA, the Extensible Non-Interpreted Game Maker Augmentation, is an open source cross-platform game development environment derived from that of the popular software Game Maker. Its intention is to provide you with a quality game creation tool and a bridge between high- and low-level programming languages. It can be used either through an IDE, namely, its sister project, LateralGM, or through a Command line interface.

* Completey Free
* Open Source
* Much Faster
* More Powerful
* Community Driven
* Box2D Physics

http://webchat.freenode.net/?channels=enigma&uio=d4 : IRC Chat
http://enigma-dev.org/ : Official Site
Please check us out!

Screenshots (click to toggle)
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Despellanion
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This has been around these forums many times before.
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RobertBColton
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Yes, I am Robert, I joined the ENIGMA project back in December and I am currently the lead developer of the new IDE you see in the screenshots above. I am also a core systems programmer, and sorry about the excessively large image sizes, I tried editing the post to scale down the bbcode but I am unable to find the edit button :beta:

But anyway, I am in the process of rewriting our graphics system for OpenGL 3, to make full use of Vertex Buffer Object's, allow for materials/shaders/multitexturing, etc. Some of which is already completed we have anisotropic texture filtering and mipmapping, but I was informed the U3D guys originally offered to help with ENIGMA. Not necessarily sure what happened there, but I wanted to come reach out to you guys, and see what you would think about helping me with our new and improved graphics system, or perhaps if any of you would be interested in developing our DirectX graphics system? :)
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Dr. Best
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RobertBColton
Mar 19 2013, 02:57 PM
But anyway, I am in the process of rewriting our graphics system for OpenGL 3, to make full use of Vertex Buffer Object's, allow for materials/shaders/multitexturing, etc. Some of which is already completed we have anisotropic texture filtering and mipmapping, but I was informed the U3D guys originally offered to help with ENIGMA. Not necessarily sure what happened there, but I wanted to come reach out to you guys, and see what you would think about helping me with our new and improved graphics system, or perhaps if any of you would be interested in developing our DirectX graphics system? :)
If the U3D guys means the guys who developed U3D, that would be me. Currently I do not have the time to pick up yet another project. I already have some hobby projects alongside my studies and my work, so there is no spare time left to help out with Enigma.
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RobertBColton
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Well actually what I would be more interested in doing is taking U3D and offering it as an alternative graphics system. This would allow it to just be switched on, and remove all the tangling with dll's nonsense. I assume U3D is written in DirectX or isn't it?

I think this would be great, since GM:S and future versions are really trying to sandbox everything, U3D could really find a new home with ENIGMA :)
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Dr. Best
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You are welcome to take Ultimate 3D 2.1 and integrate it into ENIGMA. All the information needed to do so is publicly available and a similar project has been realized before, namely PyU3D (find it in the announcements).

However you should be aware, that Ultimate 3D 2.1 is fairly outdated. It is based upon Direct3D 8.1 and not the most robust or powerful engine. The current development versions of Ultimate 3D are not ready for any sort of release either. So if you want to integrate some external engine I would recommend, that you use a stable open source engine. Ogre 3D would be a good choice and recently Torque has become open source as well.
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RobertBColton
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I see I was not aware of this, but if Ultimate3D is going to be popular I would love to have it with ENIGMA in the future. I am going to be checking back here often for any news about your new version, and if you want you may contact us directly through our forums or IRC.
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Despellanion
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RobertBColton
Mar 25 2013, 08:40 PM
I see I was not aware of this, but if Ultimate3D is going to be popular...
Ultimate3D 2.x is a 6 year old and discontinued engine. Sure it's way better then the GM's default 3d rendering, but speculating whether it's going to be popular is a thing of the past :P But you could always try to re-advertise it to people that are new to 3D development with GM.
Edited by Despellanion, Mar 26 2013, 02:04 PM.
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RonBurgundy
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Yeah looks like that was unsuccesful before. Probably going to be a while before a version of new U3D will be released. Even then, it's looking like you wont be able to intergrate it with GM.
!!! DEFEND POP PUNK !!!
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Reikyrr
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I'd suggest using irrlicht, it has a node based system. And you can access the innards, I believe there are also ports for java, .net, and android. It's designed to be platform independant so you can also use it on ubuntu.
Edited by Reikyrr, Mar 30 2013, 01:13 AM.
~Inspirational quote~
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RobertBColton
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Well I think I've come down to looking at implementing OGRE because of how popular the Game Maker port was before YYG broke WinAPI. But nonetheless when Ultimate3D development does pick up again, we'd love to give the graphics system a nice home with ENIGMA and its new IDE, plans are to include material inspection, a model editor and 3D/2D scene editor.
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slojanko
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I am getting new U3D users as we speak. I would love to see U3D be improved in the future, but I also know that it will not be updated in a few months.

Edit: Ultimate 3D 3.0, which is currently being developed, will be based upon DirectX 10 or even 11[2] and may become the base for a complete game making solution.

WOO HOO!!!

Ultimate 3D versions will not offer interfaces to be used with Game Maker anymore.
IS there a possibility that it would work with ENIGMA in the future (U3D 3.0) ?
Edited by slojanko, May 19 2013, 11:50 AM.
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Dr. Best
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slojanko
May 19 2013, 11:43 AM
Ultimate 3D versions will not offer interfaces to be used with Game Maker anymore.
IS there a possibility that it would work with ENIGMA in the future (U3D 3.0) ?
The current redesign of Ultimate 3D is pretty much geared towards the stand-alone approach. It might be possible to interface it from Enigma, but there would not be much work left to be done by Enigma, so that's probably not attractive.
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RobertBColton
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Well Dr. Best I am sure you already know that ENIGMA has at its base the ability to bridge window systems to different graphics systems, so using any the tricks of the old U3D would be pointless. However I have gotten the u3d 2.1 SDK example to work in ENIGMA, just that basic example renders, the only problem is it will not render after the first frame. I am really not sure how it even can draw the first frame because the backdoor used from GMApi would not be the same for ENIGMA. But I do know that u3d just creates a layer on top of Game Maker's window, well it used to.

Anyway, basically if you end up with a popular graphics API, I see no reason for ENIGMA not to support it. I will be doing an OGRE port as well for cross platform things but DirectX utilization provides powerful native graphics on Windows platforms. I am also interested in what license U3D's code is licensed under? Because it is possible we could just directly add the source code to our engine and let it compile instead of static linking shared objects or dynamic link libraries. I would also like to ask, what compiler did you write U3D with? We use the MinGW for everything in ENIGMA, and I am still having problems setting DirectX10 up properly to begin porting the basic GM compatible graphics system to it from OpenGL3.
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Dr. Best
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Well Dr. Best I am sure you already know that ENIGMA has at its base the ability to bridge window systems to different graphics systems, so using any the tricks of the old U3D would be pointless. However I have gotten the u3d 2.1 SDK example to work in ENIGMA, just that basic example renders, the only problem is it will not render after the first frame. I am really not sure how it even can draw the first frame because the backdoor used from GMApi would not be the same for ENIGMA. But I do know that u3d just creates a layer on top of Game Maker's window, well it used to.
Have a look at this post. It contains the download of a modified Ultimate3D.dll, which uses a separate window rather than a child window. This will work for sure. Though I see no reason why there should be problems otherwise. You might need to toy around with the creation parameters of the Enigma window a little.

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Anyway, basically if you end up with a popular graphics API, I see no reason for ENIGMA not to support it.
It is going to be somewhat more than a graphics API. It is based upon a highly extensible modular system. The engine is just a tiny core plus set of plugins, which can be plugged together in an editor. You can actually edit the engine itself in the same GUI editor used to edit everything else including the editor. This concept works out best if all gameplay logic builds upon this modular system as well. This is why an enigma interface could be problematic. Basically you would have to give up on all the good stuff using only the renderer for Enigma.

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I will be doing an OGRE port as well for cross platform things but DirectX utilization provides powerful native graphics on Windows platforms.
Doesn't OGRE have a Direct3D backend as well? Current versions of Ultimate 3D emphasis backend-independence as well. Currently there is only a Direct3D 9.0 backend but I am going to change this soon.

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I am also interested in what license U3D's code is licensed under? Because it is possible we could just directly add the source code to our engine and let it compile instead of static linking shared objects or dynamic link libraries.
The Ultimate3D.dll is licensed under CC-BY but the source code is proprietary. It's not publicly available. In fact I never gave it to anybody. I can't tell how the next release will be licensed.

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I would also like to ask, what compiler did you write U3D with? We use the MinGW for everything in ENIGMA, and I am still having problems setting DirectX10 up properly to begin porting the basic GM compatible graphics system to it from OpenGL3.
Visual Studio 2012 and the compilers shipping with it. It is a great IDE and the compiler of choice for Direct3D programming. The problem in using Direct3D with other compilers is that Microsoft does not provide binaries generated with compilers other than Visual Studio. This can easily lead to incompatibilities. The headers can be incompatible with other compilers as well.
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