User:Goombert - hpgDesigns/hpgdesigns-dev.io GitHub Wiki
Hello, I am Robert, I like to program games usually strategy games, or shooters, just as much as I love to play games. I am currently a lead developer of the project, I work on ENIGMA's engine a lot as well and have contributed a Box2D physics engine and quite a few other things, and I am also the lead Administrator for this Wiki. I am fluent in many programming languages, my preferred language is Delphi, however I am able to adapt to any project very easily and I am quite a tenacious and devoted contributor.
Suggestions
- surface_get_buffer get the backbuffer of a surface in a ds_grid, could speed up draw_get_pixel and surface_get_pixel
- terrain_ with geometric mipmapping api
- voxel alternative graphics system and hardware accelerated volumetric rendering API
- path branching api
- vertex/index buffer access api or something similar for animation and realtime deformations, eg. destructible terrain
- 2d/3d conversion api, based on Yourself's scripts
Things to do
- figure out whats causing that ai tutorial gmx to crash upon first load
- document Instance_and_Motion_Functions and mention ISO C99 for the collision functions
- finish directsound so it plays mp3 and midi
- reduce portable zip size
- implement automatic updates
- fix box2d docs with new wake parameter for forces
Recently Completed
- Fixed LGM revert behavior and integrated ENIGMA settings with Game Settings, cleaning up a load of old issues including making the save changes dialog actually conditional.
- Implemented partial search in resources feature.
- Moved all LGM keyboard shortcuts to a properties file that can be easily customized.
- Added external Look and feel support
- Fixed text alignment in Game Information
- Fixed the printing dialogs, the behavior was much easier than I had predicted and they work the same as GM8.1 for the Resource Info and Game Info frames.
- Removed child window for Win32, all platforms now scale the viewports to implement the GGS
- Implemented keyboard_check_direct and other XLIB improvements.
- Wrote the GUI Functions proposal.
- Added IAP functions to LGM's keyword list.
- Documented Particle Functions
- Documented Blend modes
- Helped fundies update GCC and get new working zip for cross compiler and 64bit
- Fixed an issue with EGM's and the plugin, due to improperly closed file streams the operating system was placing a lock on the file, which was also causing the global backup warning
- Fixed DirectSound WAV playback, made it properly read the wave header and subchunks
- Finished GMX writer you can now fully save a GMX except for extensions and all config files and stuff
- Documented all the Display and Window Functions
- Implemented object inheritance
- Outlined and implemented the Direct3D DeviceManager
- Helped finish Data Structure Functions documentation
- Came up with a really super super fast model batching system for all graphics systems
- Fixed a bunch of dumbfuck bugs caused by retards
- Fixed up ENIGMA.exe and prepared it for automatic updates
- Updated LateralGM keyword lists and fixed game info and game settings bug once and for all
- Fully implemented shader resources
- Documented all the stuff I implemented and a lot more stuff
- Wrote DirectSound audio system for compatibility with old games and Windows computers
- Added DirectInput extension for joypad_* functions on Windows platforms
- Added XInput extension for gamepad_* functions for Xbox 360 controllers
- Outlined Direct3D 9 rendering system
- Implemented Bullet Dynamics Physics
- Major refactoring of Box2D
- Much more improvements to LGM
- Implemented Networking Systems
- Fixed up OpenGL3 graphics, together we are now able to get it rendering 1,000,000 cubes at a solid frame rate.
- Fixed culling orientation bug in 3d cones
- Started room editor for NaturalGM
- Merged JoshEdit into LGM main repository
- Massive improvements to LateralGM
- Documented all Studio Box2D functions
- Complete reorganization of the Wiki including no more inline css and all functions/actions now have tables for parameters
- Complete redesign of the forums and general updates to the Wiki as well as a GPL emoticon pack.
- Other general cleanups using AWB
- Provided a bunch of new documentation
- Degfragged the heck out of the Wiki moving old stuff around and updating it so much to make it cleaner looking and modern
- Added the remaining functions that havent been implemented to the list
- Made the Wiki almost completely websafe for what I can tell 100% websafe
- Did allot of documenting on the Wiki
- Added a find and replace tool to wxENIGMA
- Fixed multiple Audio issues and did some more doxygen commenting
- Fixed OpenGL3
- Fixed Debug Mode
- Got a pack of 60 tutorials working
- Split the OpenAL headers and added doxygen commenting
- Reduced Graphics System by 1mb and 1/4th the size in the long run by using a "General" includes folder.
- Fixed OpenGL3 tiles
- Started the Doxygen commenting and commented much of the engine including Box2D and the OpenGL graphics systems.
- Setup a temporary website for NaturalGM
- Designed a new forum theme, and fixed lots of issues with other browsers
- Converted A LOT of the APNG loader
- Did some wiki organizing and cleaning
- Documented all 139 action functions, to the fullest, except the two that are obsolete
- Documented a bunch of action templates, will soon have them all documented
- Touched up some templates and things on the wiki
- Merged wxENIGMA into the NaturalGM project
- Organized and outlined the target graphics systems
- Rewrote models to use vertex buffers
- Implemented GLSL Shader support and provided complete documentation for the functions
- Cleaned up compiler output
- Updated the function documentation layout's and documented a bunch of functions
- Refactored walls/floors/cubes in the new graphics system to deprecate immediate mode
- Applied texture macro that reduces the number of texture binds by OGL, effectively almost doubling the speed of all games
- Patched Audio system to use pointers instead, effectively reducing memory consumption
- Split the graphics engine in two for advanced application of OGL3 rendering
- Rewrote the underlying texture system
- Threaded compilation with wxENIGMA and have most of the basic controls and structure layed out.
- Restarted development of the wxENIGMA IDE, and now have it linking the plugin
- Implemented Box2D Physics Engine
- Updated wiki look and did allot of documenting
- Implemented texture functions for anistropy and mipmap filtering
- Fixed some of the basic shapes they work a little better and have better lighting as well as negative floors can turn into ceilings now
- Wrote the new audio system
- Overhauled the whole Wiki layout
- Implemented missing math functions and extended the basic d3d functions
- Documented all the Implemented->D3D->Settings functions
- Updated the unimplemented function list
- Started the new C++ & wxWidgets IDE project
- Columnized all the function lists
- Documented Organizing Large Lists
- Categorized all 200 obsolete functions manually
- Uploaded a Notepad++ GML plugin
- Created some of the most needed categories.
- Added several templates that were needed to properly tag articles.
- Updated Wiki templates and pages censoring all profanity.
- Scaled the default empty room size, I believe I used a multiplicative of something like 1.5, 1.2
- Changed room editor default grid to 32x32 instead of 16x16
- Added the effects tab to the sprite editor (done but the buttons don't do anything)
- Returned working_directory control to the operating system's discretion in enigma's file handling functions.
- Took User:cheeseboy seriously.