pipmak-users Mailing List for Pipmak Game Engine (Page 30)
Status: Alpha
Brought to you by:
cwalther
You can subscribe to this list here.
2004 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
(1) |
Aug
(1) |
Sep
(16) |
Oct
(4) |
Nov
|
Dec
|
---|---|---|---|---|---|---|---|---|---|---|---|---|
2005 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
(11) |
Jul
(6) |
Aug
|
Sep
(6) |
Oct
(8) |
Nov
(1) |
Dec
(5) |
2006 |
Jan
|
Feb
(1) |
Mar
(36) |
Apr
(2) |
May
(7) |
Jun
|
Jul
(1) |
Aug
(5) |
Sep
(22) |
Oct
(20) |
Nov
(3) |
Dec
(15) |
2007 |
Jan
(9) |
Feb
(2) |
Mar
(10) |
Apr
(14) |
May
(16) |
Jun
(30) |
Jul
(15) |
Aug
|
Sep
(2) |
Oct
(4) |
Nov
(11) |
Dec
(19) |
2008 |
Jan
(42) |
Feb
(8) |
Mar
(6) |
Apr
(12) |
May
(33) |
Jun
(9) |
Jul
(42) |
Aug
(7) |
Sep
(1) |
Oct
(21) |
Nov
(19) |
Dec
(6) |
2009 |
Jan
(22) |
Feb
(2) |
Mar
(5) |
Apr
(8) |
May
(12) |
Jun
(17) |
Jul
(5) |
Aug
|
Sep
(21) |
Oct
(32) |
Nov
(16) |
Dec
(24) |
2010 |
Jan
(1) |
Feb
|
Mar
(4) |
Apr
(5) |
May
(5) |
Jun
(8) |
Jul
|
Aug
|
Sep
(7) |
Oct
(4) |
Nov
(12) |
Dec
(4) |
2011 |
Jan
(7) |
Feb
(12) |
Mar
(13) |
Apr
(4) |
May
|
Jun
(4) |
Jul
(2) |
Aug
(5) |
Sep
|
Oct
(16) |
Nov
(8) |
Dec
(14) |
2012 |
Jan
(7) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2013 |
Jan
|
Feb
(1) |
Mar
(4) |
Apr
|
May
|
Jun
|
Jul
|
Aug
(1) |
Sep
(1) |
Oct
(3) |
Nov
|
Dec
|
2014 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(4) |
2015 |
Jan
|
Feb
|
Mar
(2) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(3) |
Jul
(4) |
Aug
|
Sep
(4) |
Oct
(2) |
Nov
|
Dec
|
2020 |
Jan
|
Feb
(1) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Christian W. <cwa...@gm...> - 2006-05-17 14:30:34
|
Wenzler, Thomas wrote: > I was asking this because most of the time stepping from node to node > was done correctly with some exception where i was "turned around" > facing the node i left... The easiest explanation for this would be that you messed up the order of the cube faces. If not, it sounds like a bug, and if you can reproduce it, I'd appreciate a minimal example so I can have a look at it. >> What you're supposed to do until that day (apart from asking here) is >> search for these functions in the demo project or in Pipmak's internal >> nodes and see how they're used. >> ... > > Great, you saved me browsing a lot of lua files, i owe you another hour ;-) Then you're not using the right tools. :) Use grep or TextWrangler's multi-file search or some similar text search tool, and you know which files to look at in seconds. >> direct painting of the hotspots in Pipmak. >> ... pipmak_internal.tool(2) ... > > Btw. Can these functions be supressed for delivery of a finished > project?(I#m still far from shipping something but who knows...*g*) I once thought about providing a runtime-only version of Pipmak without any editing features, but since there aren't any (completed) editing features yet, that idea isn't really relevant yet. I'm not sure it's even necessary - the resources (disk and memory) taken up by unused editing features are likely negligible compared to the resources used by the game itself, and having two different versions of Pipmak floating around has potential for confusion. Why would you want to do that, anyway? You can't prevent your users from messing with the game's resources if they really want - they're all readily accessible in the project anyway. Of course, in a finished product, you're supposed to override the default keydown handler that invokes all the debugging features like the Lua command line. (The plan is to eventually replace all those key commands with a graphical interface - then you'd override the entry point to that interface, whatever it may be.) > I guess I'll wait for the next update.But good to know so I cann look up > Ogg Vorbis in the meantime.... <http://vorbis.com/>. It's just a lossy sound compression format like MP3, but free of any royalty or patent issues. It's supported by many modern audio applications, e.g. <http://audacity.sourceforge.net/>. -Christian |
From: Wenzler, T. <we...@st...> - 2006-05-17 12:41:33
|
=20 "Christian Walther" <cwa...@gm...> schrieb im Newsbeitrag news:e4csu4$duq$1...@se...... > Wenzler, Thomas wrote: >> Dear developers >=20 > That would be "developer", at the current time :) >=20 Dear Christian, :-) >> While reading the Reference, some questions poped up to my mind: >>=20 >> 1.since pipmak.setviewdirection() is a global state, can it be deleted=20 >> or set back to default or do i have to set it from the first use to the=20 >> end of the project? >=20 > I think you're misunderstanding something (which probably means I didn't=20 > explain it properly in the reference). The viewing direction (English=20 > speakers, any better word for this? My dictionary says "line of sight" > for German "Blickrichtung", but that doesn't sound appropriate to me.) > is what you change by looking around you in a panorama. The numbers you=20 > give to pipmak.setviewdirection() are the spherical coordinates of the > point on the panorama that you want to see in the middle of the screen.=20 > You can call that function any time you like, but usually you only need=20 > to do it when you go from a slide to a panorama. The default is 0,0=20 > (i.e. looking north and horizontal). =20 I was asking this because most of the time stepping from node to node was done correctly with some exception where i was "turned around" facing the node i left...well, I guess i will play around with setviewdirection a bit.... >=20 > (It just occurs to me that there should probably be a "getviewdirection"=20 > function as well. Added to the To Do list.) >=20 >> 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the=20 >> current resolution of the window was, >=20 > That's not true. It uses the next bigger (or same) resolution if the=20 > argument ("smaller") is false or absent, or the next smaller resolution=20 > if it is true. Of course, this isn't explained in the reference yet, so=20 > I can't blame you. >=20 > so images even when rendered with >> 1024x1024 look blurred. is there a way to set the screen resolution and=20 >> the window/fullscreen resolution to a certain value other than pressing=20 >> F several times, such as/.a lua command in the main.lua /? >=20 > No, but something better than the current awkward handling of resolution=20 > switching is planned: item 6 on the To Do list=20 > (http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt? view=3Dmarkup <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt? view=3Dmarkup> ). =20 That was a worthy piece of information to start from, thank you. >=20 >> 3.At what time do you plan to further explain the engine settings listed=20 >> in 3.10 of the reference, or the other way round, can you shed some=20 >> light on what these settings do? >=20 > Uhm... when I feel like it? :) Or when a contributor feels like it?=20 > Seriously, I don't have a plan any stricter than "sooner or later". By > asking about it, you just increased the likelihood that it will happen > sooner rather than later. After all, point 3 on the To Do list is "Write=20 > documentation". :) >=20 > What you're supposed to do until that day (apart from asking here) is=20 > search for these functions in the demo project or in Pipmak's internal > nodes and see how they're used. For these specific functions, it's=20 > mostly the latter - they're the ones used by many of the key commands=20 > listed on the preliminary "Preferences" screen. Have a look at the=20 > default keydown handler in defaults.lua in the "Pipmak Resources" ZIP=20 > archive (assuming you're on Linux or Windows), or at=20 > <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/re sources/defaults.lua?view=3Dmarkup <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/re sources/defaults.lua?view=3Dmarkup> >.=20 > It's in the pipmak_internal.loadmain function, search for "function(key)". >=20 > Here's a short synopsis (mostly off the top of my head, so some details=20 > might be incorrect): >=20 > - getmousemode/setmousemode: returns/takes either pipmak.joystick or=20 > pipmak.direct. This is what you switch between using the M or shift=20 > keys. Joystick means free mouse, drag to pan; direct means mouse fixed > in the middle of the screen, immediate panning. >=20 > - setwindowed: go to a 640x480 window (from fullscreen or a window of a=20 > different size) (W key). >=20 > - setfullscreen: see above (F & D keys). >=20 > - screensize: size in pixels of the current window or fullscreen mode. >=20 > - getinterpolation/setinterpolation: switches on and off bilinear=20 > interpolation (I key). >=20 > - getshowcontrols/setshowcontrols: shows or hides controls and patches -=20 > hotspots solid, handles striped, patch corners (C key). >=20 > - getjoystickspeed/setjoystickspeed: gets/sets how fast panning is in=20 > joystick mode. Panning speed (degrees/second) is proportional to dragged=20 > distance (pixels), this is the proportionality constant in=20 > degrees/(s*px) (1 & 2 keys). >=20 > - getverticalfov/setverticalfov: zoom in or out in a panorama. Sets the=20 > vertical field of view in degrees, the default is 45 (Z & X keys). >=20 =20 Great, you saved me browsing a lot of lua files, i owe you another hour ;-) =20 >> 4.It's said you plan to remove pipmak.saveequirect which imho speeds up=20 >> the hotspot generation to minutes. Will this be replaced with something=20 >> equally usefull? >=20 > That's up to you to decide, but I hope so... it will be replaced by=20 > direct painting of the hotspots in Pipmak. In fact, this is already=20 > semi-functional and you can try it if you like: On a panorama that=20 > already has some hotspots, call pipmak_internal.tool(2) to bring up the=20 > brush tool and paint away. Press the option/alt key or call=20 > pipmak_internal.tool(3) to select the eyedropper tool to pick up another=20 > color (hotspot number). Pan using the right mouse button (or using shift=20 > to switch to direct mode). pipmak_internal.tool(0) brings you back to=20 > the hand tool. Currently, your paintings aren't saved, you can't change=20 > the brush size (without recompiling), and it only works on panoramas. >=20 =20 That's indeed great news... Btw. Can these functions be supressed for delivery of a finished project?(I#m still far from shipping something but who knows...*g*) > There's also an item on the To Do list to implement cubic hotspot maps,=20 > which are easier to create externally for cubic panoramas, but that's=20 > not a high priority at the moment. >=20 >> 5.How does the engine decide on the viewdirection when linking from a >> hotspot to the next node? >=20 > Not at all. It just uses the same direction as before. That's usually OK=20 > for panorama-to-panorama transitions, if not (e.g. on slide-to-panorama=20 > transitions) use pipmak.setviewdirection(). See e.g. node 13 in the demo=20 > project. =20 thanks for the hint. >=20 >> And some wild wishes for the future development of the engine would be: >>=20 >> Sound. Eventsounds (and background Soundloops as well) would add 200% >> percent value to all pipmak projects. >=20 > I'm actually working on this. The next release will have sound, although=20 > it'll only support a single file format (Ogg Vorbis) for the time being.=20 > If you're adventurous, you can try a Subversion checkout, most things=20 > should already work there. =20 I guess I'll wait for the next update.But good to know so I cann look up Ogg Vorbis in the meantime.... >=20 >> Flash. Do you see any chance of using .swf files for animation, as=20 >> panels or even an interface between actionscript and lua code? I know >> this is a really wild one...but Flash and Actionscript are capable of >> many things that are veeery useful in game production... >=20 > Hmm, I don't know much about Flash. I suspect that it would be a bit too=20 > heavy-weight for Pipmak. Is there a platform-independent open-source=20 > implementation of it, anyway? =20 Sorry for myself dreaming away.....I use to spent 95% of my working schedule with multimedia projects in flash, so i thought about giving it a shot, hehe.... >=20 >> Video. Any way to diplay Video from within pipmak would be great. >=20 > Sure. That's planned for the future, though no concrete work has been=20 > done on it yet. =20 >=20 >=20 > Thanks for your interest! Those were good questions. Getting feedback on=20 > which parts of the reference need most work is useful. >=20 > -Christian >=20 >=20 >=20 > ------------------------------------------------------- > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 121642 <http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=3D120709&bid=3D263057&dat=3D= 12164 2>=20 =20 |
From: Christian W. <cwa...@gm...> - 2006-05-16 16:09:53
|
Wenzler, Thomas wrote: > Dear developers That would be "developer", at the current time :) > While reading the Reference, some questions poped up to my mind: > > 1.since pipmak.setviewdirection() is a global state, can it be deleted > or set back to default or do i have to set it from the first use to the > end of the project? I think you're misunderstanding something (which probably means I didn't explain it properly in the reference). The viewing direction (English speakers, any better word for this? My dictionary says "line of sight" for German "Blickrichtung", but that doesn't sound appropriate to me.) is what you change by looking around you in a panorama. The numbers you give to pipmak.setviewdirection() are the spherical coordinates of the point on the panorama that you want to see in the middle of the screen. You can call that function any time you like, but usually you only need to do it when you go from a slide to a panorama. The default is 0,0 (i.e. looking north and horizontal). (It just occurs to me that there should probably be a "getviewdirection" function as well. Added to the To Do list.) > 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the > current resolution of the window was, That's not true. It uses the next bigger (or same) resolution if the argument ("smaller") is false or absent, or the next smaller resolution if it is true. Of course, this isn't explained in the reference yet, so I can't blame you. so images even when rendered with > 1024x1024 look blurred. is there a way to set the screen resolution and > the window/fullscreen resolution to a certain value other than pressing > F several times, such as/.a lua command in the main.lua /? No, but something better than the current awkward handling of resolution switching is planned: item 6 on the To Do list (http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/To%20Do.txt?view=markup). > 3.At what time do you plan to further explain the engine settings listed > in 3.10 of the reference, or the other way round, can you shed some > light on what these settings do? Uhm... when I feel like it? :) Or when a contributor feels like it? Seriously, I don't have a plan any stricter than "sooner or later". By asking about it, you just increased the likelihood that it will happen sooner rather than later. After all, point 3 on the To Do list is "Write documentation". :) What you're supposed to do until that day (apart from asking here) is search for these functions in the demo project or in Pipmak's internal nodes and see how they're used. For these specific functions, it's mostly the latter - they're the ones used by many of the key commands listed on the preliminary "Preferences" screen. Have a look at the default keydown handler in defaults.lua in the "Pipmak Resources" ZIP archive (assuming you're on Linux or Windows), or at <http://svn.sourceforge.net/viewcvs.cgi/pipmak/trunk/pipmak/resources/resources/defaults.lua?view=markup>. It's in the pipmak_internal.loadmain function, search for "function(key)". Here's a short synopsis (mostly off the top of my head, so some details might be incorrect): - getmousemode/setmousemode: returns/takes either pipmak.joystick or pipmak.direct. This is what you switch between using the M or shift keys. Joystick means free mouse, drag to pan; direct means mouse fixed in the middle of the screen, immediate panning. - setwindowed: go to a 640x480 window (from fullscreen or a window of a different size) (W key). - setfullscreen: see above (F & D keys). - screensize: size in pixels of the current window or fullscreen mode. - getinterpolation/setinterpolation: switches on and off bilinear interpolation (I key). - getshowcontrols/setshowcontrols: shows or hides controls and patches - hotspots solid, handles striped, patch corners (C key). - getjoystickspeed/setjoystickspeed: gets/sets how fast panning is in joystick mode. Panning speed (degrees/second) is proportional to dragged distance (pixels), this is the proportionality constant in degrees/(s*px) (1 & 2 keys). - getverticalfov/setverticalfov: zoom in or out in a panorama. Sets the vertical field of view in degrees, the default is 45 (Z & X keys). > 4.It's said you plan to remove pipmak.saveequirect which imho speeds up > the hotspot generation to minutes. Will this be replaced with something > equally usefull? That's up to you to decide, but I hope so... it will be replaced by direct painting of the hotspots in Pipmak. In fact, this is already semi-functional and you can try it if you like: On a panorama that already has some hotspots, call pipmak_internal.tool(2) to bring up the brush tool and paint away. Press the option/alt key or call pipmak_internal.tool(3) to select the eyedropper tool to pick up another color (hotspot number). Pan using the right mouse button (or using shift to switch to direct mode). pipmak_internal.tool(0) brings you back to the hand tool. Currently, your paintings aren't saved, you can't change the brush size (without recompiling), and it only works on panoramas. There's also an item on the To Do list to implement cubic hotspot maps, which are easier to create externally for cubic panoramas, but that's not a high priority at the moment. > 5.How does the engine decide on the viewdirection when linking from a > hotspot to the next node? Not at all. It just uses the same direction as before. That's usually OK for panorama-to-panorama transitions, if not (e.g. on slide-to-panorama transitions) use pipmak.setviewdirection(). See e.g. node 13 in the demo project. > And some wild wishes for the future development of the engine would be: > > Sound. Eventsounds (and background Soundloops as well) would add 200% > percent value to all pipmak projects. I'm actually working on this. The next release will have sound, although it'll only support a single file format (Ogg Vorbis) for the time being. If you're adventurous, you can try a Subversion checkout, most things should already work there. > Flash. Do you see any chance of using .swf files for animation, as > panels or even an interface between actionscript and lua code? I know > this is a really wild one...but Flash and Actionscript are capable of > many things that are veeery useful in game production... Hmm, I don't know much about Flash. I suspect that it would be a bit too heavy-weight for Pipmak. Is there a platform-independent open-source implementation of it, anyway? > Video. Any way to diplay Video from within pipmak would be great. Sure. That's planned for the future, though no concrete work has been done on it yet. Thanks for your interest! Those were good questions. Getting feedback on which parts of the reference need most work is useful. -Christian |
From: Wenzler, T. <we...@st...> - 2006-05-16 08:18:45
|
Dear developers of the ingenious pipmak engine, congrats to your fine engine, i found it recently and was stunned as it is comprehensive and easy to use as well. While reading the Reference, some questions poped up to my mind: =20 1.since pipmak.setviewdirection() is a global state, can it be deleted or set back to default or do i have to set it from the first use to the end of the project? =20 2.pipmak.setfullscreen() sets the window to fullscreen at whatever the current resolution of the window was, so images even when rendered with 1024x1024 look blurred. is there a way to set the screen resolution and the window/fullscreen resolution to a certain value other than pressing F several times, such as.a lua command in the main.lua ? =20 3.At what time do you plan to further explain the engine settings listed in 3.10 of the reference, or the other way round, can you shed some light on what these settings do? =20 4.It's said you plan to remove pipmak.saveequirect which imho speeds up the hotspot generation to minutes. Will this be replaced with something equally usefull? =20 5.How does the engine decide on the viewdirection when linking from a hotspot to the next node? =20 And some wild wishes for the future development of the engine would be: =20 Sound. Eventsounds (and background Soundloops as well) would add 200% percent value to all pipmak projects. A Soundobject with linked Sounds i would like best.=20 =20 Flash. Do you see any chance of using .swf files for animation, as panels or even an interface between actionscript and lua code? I know this is a really wild one...but Flash and Actionscript are capable of many things that are veeery useful in game production... =20 Video. Any way to diplay Video from within pipmak would be great. =20 Thanks for giving us such a great tool =20 Thomas=20 =20 |
From: Christian W. <cwa...@gm...> - 2006-04-25 19:10:04
|
> Quick question. How hard do people think it would be to make a game of > say the level of Agon with Pipmak? > > http://www.agongame.com/ > > It has a couple of very cool features (generally it seems very Pipmak > node-like) but some neat little extras are the ability to have movies > run in certain scenes - in one you pass a window and can see and hear > that it is raining outside (another nice touch is that you see yourself > in the window). I had not played Agon before, but here's what I can say after having had a look at its first few nodes this morning. In general, the intention is that Pipmak should eventually be able to do most of the things Agon does. Many of the basic features are already available, some are not. The following points come to my mind that you would have trouble replicating in today's Pipmak: - Sound: Pipmak 0.2.4 is mute. However, I'm working on that, and the next release should have a solid foundation of sound functionality (though it'll only support a single file format, Ogg Vorbis, for the time being). - Subtitles and other text output: You could reproduce Agon's behavior in Pipmak, but you'd have to store every piece of text as a picture. Apart from the terminal, which is mostly meant for debugging purposes rather than for player interaction in a finished game, there is no possibility of text output in Pipmak. This is a planned feature, though. - Real-time-rendered objects: In Agon, the rain outside of the windows and your reflections in them seem to be real-time-rendered 3D objects. This is not something that's on my immediate to-do list for Pipmak. I'm not ruling out the possibility that it might be implemented some day, but I'm not planning to do it anytime soon. However, you could probably implement the rain and the player reflections using Pipmak's current primitive animation capabilities (demonstrated by the rotating wheel in the demo project). - Movies: Pipmak currently can't play movies. Of course this will be possible some day, but no detailed planning has been done yet. You can do animation by storing each frame as a separate image file (what I called "primitive" above), but that's neither convenient nor fast enough for bigger movies (see Urs' "Fully animated cube"). These are the "big" limitations of Pipmak in its current state. If you can live with those and go on with your project, it's very possible that you run into some "small" limitations: "I can't figure out how to do this or that. It would be easy if Pipmak could do xy." In that case, please come here and ask. It might turn out that feature xy is trivial to add. This has happened to me repeatedly while working on the demo project. Because I'm not really "eating my own dog food" with Pipmak (I'm not using it to create a serious game), I need other people's feedback on such things. -Christian |
From: Liam S. <Li...@fr...> - 2006-04-25 02:05:24
|
Howdy, Quick question. How hard do people think it would be to make a game of say the level of Agon with Pipmak? http://www.agongame.com/ It has a couple of very cool features (generally it seems very Pipmak node-like) but some neat little extras are the ability to have movies run in certain scenes - in one you pass a window and can see and hear that it is raining outside (another nice touch is that you see yourself in the window). Just curious. Oh yes, and I am still working on a series of nodes that look about like Agon in terms of look. Liam Liam Shannon Creative Director Fresh Cut Grass Advertising 22 Everett Street Sherborn, MA 01770 (508)545-2125 |
From: Christian W. <cwa...@gm...> - 2006-03-29 13:02:25
|
In version 0.2.4, Pipmak now allows you to define your own mouse cursors. Also, a lot of new built-in cursors were added. Read all about this and some other, smaller enhancements to cursor handling in the new section 3.4 "Mouse Cursors" of the reference documentation. Download Pipmak 0.2.4 for Mac OS X, Windows, or Linux from <http://pipmak.sourceforge.net/downloads.php> or read the detailed release notes at <http://sourceforge.net/project/shownotes.php?release_id=405636&group_id=112801>. -Christian |
From: Urs H. <ur...@an...> - 2006-03-28 10:59:08
|
Hi Christian Christian Walther wrote: > Urs Holzer wrote: >> The following actions change from low to high: >> - Resizing the window. >> - Using the console: Hitting N to show the Node number or hitting L >> to enter a lua-command. Every time the console shows up, the >> framerate changes to high. > > I guess the former is a special case of the latter, then, as resizing > the window writes the new window size to the terminal. (You could test > whether the effect of resizing the window goes away when you comment > out the terminalPrintf() near "case SDL_VIDEORESIZE:" in main() in > main.c.) I'm now sure that the framerate raises only when the terminal appears and that it drops only when the terminal disappears. I will experiment with the sourcecode later if I have enough time. Do you do something special while displaying the terminal? > So, does that mean that you can keep it running at the high frame rate > indefinitely (at least until you leave the current node) by doing > something like > > pipmak.schedule(0, function() pipmak.print("*") return 8 end) > > ? (Not that this helps us around the problem, just as an experiment.) This works! >>> pipmak_internal.texrect() >> Calling this function without arguments seems to do nothing. > > Yes, that's the point. Calling it without arguments returns the > current state without changing it. Calling it with an argument changes > the state (and returns the previous state). > > (I'm actually considering using such combined getter/setter functions > also in the "official" (non-internal) Lua API in a (distant) future > version. Do you find them confusing? Or did I just not explain it > properly?) Sorry, I'm an idiot. You explained it clearly enough. If it is called without arguments, it will *return* the current state. And return doesn't mean *print*. I thought, the return value will be printed. I don't know why I thought this. (Perhaps because Perl returns the value of the last statement in a function?) So, those getter/setter functions are not confusing. |
From: Christian W. <cwa...@gm...> - 2006-03-28 07:34:43
|
Urs Holzer wrote: > The following actions change from low to high: > - Resizing the window. > - Using the console: Hitting N to show the Node number or hitting L to > enter a lua-command. Every time the console shows up, the framerate > changes to high. I guess the former is a special case of the latter, then, as resizing the window writes the new window size to the terminal. (You could test whether the effect of resizing the window goes away when you comment out the terminalPrintf() near "case SDL_VIDEORESIZE:" in main() in main.c.) So, does that mean that you can keep it running at the high frame rate indefinitely (at least until you leave the current node) by doing something like pipmak.schedule(0, function() pipmak.print("*") return 8 end) ? (Not that this helps us around the problem, just as an experiment.) >> pipmak_internal.texrect() > Calling this function without arguments seems to do nothing. Yes, that's the point. Calling it without arguments returns the current state without changing it. Calling it with an argument changes the state (and returns the previous state). (I'm actually considering using such combined getter/setter functions also in the "official" (non-internal) Lua API in a (distant) future version. Do you find them confusing? Or did I just not explain it properly?) -Christian |
From: Urs H. <ur...@an...> - 2006-03-27 18:50:21
|
Hi I wrote: > I write my conclusions before the rest of this post: > I have the strange feeling that it has something to do with power > management, sleepstate of the processor and similar. But manipulating > the powermanagemant of my laptop I tried does not change anything. It > could also have to do with the kernel or the X-window system changing > the priority of pipmak. (The software renderer is built in into the x > window system. This causes the CPU usage for the Xorg-Task to be > around 99.5%) The kernel gives pipmak priorities 15 or 16. It seems that pipmak has priority 15 while high framerate. But this value does not immediately switch after changing the framerate. It takes some seconds! I changed the nice value of pipmak. The nice value affects the priority. I set the nice value to -8 which caused the kernel to give pipmak a priority of about 7. This was the "best" priority of all running applications! So, this framerate problem does not have to do with application priorities given by the kernel. cu |
From: Urs H. <ur...@an...> - 2006-03-27 18:34:17
|
Hi Thanks for the help up to now. I write my conclusions before the rest of this post: I have the strange feeling that it has something to do with power management, sleepstate of the processor and similar. But manipulating the powermanagemant of my laptop I tried does not change anything. It could also have to do with the kernel or the X-window system changing the priority of pipmak. (The software renderer is built in into the x window system. This causes the CPU usage for the Xorg-Task to be around 99.5%) Christian Walther wrote: > Urs Holzer wrote: >> After starting Pipmak, the framerate is very slow (about 10 seconds >> per frame). But if I resize the window, I have to wait a few seconds >> and then the framerate becomes high and one even could play the game. >> But after about 20 seconds, the fun is over and the framerate falls >> back and the game becomes unplayable. > > No idea. Sounds like some OpenGL resource is being exhausted after a > while, but what could it be? Does it also happen when you stay at one > node without doing anything (i.e. no new textures or display lists are > being uploaded to OpenGL)? After starting pipmak, something weird happens: The content of the pipmak window starts with the startup node. It fades smoothly to a completely black screen. Often, this stops before the whole window is entirely black and the node is displayed normally again. So after this, the framerate is low. (From now on I will refer to the very slow rendering "state" with "low framerate", and to the normal or expected speed with "high framerate".) If the framerate is low, the following things do *not* change the framerate to high: - Hitting I: The framerate speeds up a little if I switch off interpolation, as one expects. But the framerate does not change to high. - Going to another node: This does absolutely nothing to the framerate. - The following actions change from low to high: - Resizing the window. - Using the console: Hitting N to show the Node number or hitting L to enter a lua-command. Every time the console shows up, the framerate changes to high. And when does it change back from high to slow? - A constant time after the change to high. - Often it happens when the console disappears. (Whether the constant time then is over, I don't know) This was a full description of my observations so far. > Can you run Pipmak through some performance analysis tool to see where > the time is spent? I don't know if something like Shark > (http://developer.apple.com/tools/sharkoptimize.html) exists for > Linux. It records a callstack of the running application at a regular > interval and can then analyze that data in various ways, including a > callstack-vs-time graph. Unfortunately, I don't know about such things. Though I heard of such utilities. Recently, I read about a tool that logs all calls of to the OpenGL library. I will perhaps follow this later. > Two other things you can try to improve rendering performance, tell me > if these have any influence on the behavior you're seeing: > - Turn off interpolation (I key). no > - Switch between power-of-two and rectangle textures, if your renderer > supports both. By default, rectangle textures are used if supported > (power-of-two textures are always available). Call the Lua function > pipmak_internal.texrect() without arguments to query whether rectangle > textures are on, and call it with true or false to try to turn them on > or off. If not supported, turning them on will silently fail. Calling this function without arguments seems to do nothing. But calling it with true or false works. At the beginning, texrect is on. It can be switched of. Either way, it does not affect the framerate. cu |
From: Christian W. <cwa...@gm...> - 2006-03-27 08:27:06
|
Urs Holzer wrote: > After starting Pipmak, the framerate is very slow (about 10 seconds per > frame). But if I resize the window, I have to wait a few seconds and > then the framerate becomes high and one even could play the game. But > after about 20 seconds, the fun is over and the framerate falls back > and the game becomes unplayable. No idea. Sounds like some OpenGL resource is being exhausted after a while, but what could it be? Does it also happen when you stay at one node without doing anything (i.e. no new textures or display lists are being uploaded to OpenGL)? Can you run Pipmak through some performance analysis tool to see where the time is spent? I don't know if something like Shark (http://developer.apple.com/tools/sharkoptimize.html) exists for Linux. It records a callstack of the running application at a regular interval and can then analyze that data in various ways, including a callstack-vs-time graph. Two other things you can try to improve rendering performance, tell me if these have any influence on the behavior you're seeing: - Turn off interpolation (I key). - Switch between power-of-two and rectangle textures, if your renderer supports both. By default, rectangle textures are used if supported (power-of-two textures are always available). Call the Lua function pipmak_internal.texrect() without arguments to query whether rectangle textures are on, and call it with true or false to try to turn them on or off. If not supported, turning them on will silently fail. -Christian |
From: Urs H. <ur...@an...> - 2006-03-26 17:28:00
|
I have to provide more information: I wrote: > I tried to run Pipmak on my Laptop (IBM Thinkpad X41) which has no > graphic acellerator. The CPU has a frequency of 1.5GHz. I'm running Debian GNU/Linux. I use the xorg xserver. Because I don't have a graphics acellerator, software rendernig is done through mesa. |
From: Urs H. <ur...@an...> - 2006-03-26 16:53:59
|
Hi I tried to run Pipmak on my Laptop (IBM Thinkpad X41) which has no graphic acellerator. The CPU has a frequency of 1.5GHz. After starting Pipmak, the framerate is very slow (about 10 seconds per frame). But if I resize the window, I have to wait a few seconds and then the framerate becomes high and one even could play the game. But after about 20 seconds, the fun is over and the framerate falls back and the game becomes unplayable. This has nothing to do with the size of the window! I can even switch into fullscreen after resizing the window and play the game with a resolution of 1024x768! Does anyone of you know what could cause this weird behaviour? Greeting Urs |
From: Liam S. <Li...@fr...> - 2006-03-24 12:48:32
|
> > Message: 1 > From: Christian Walther <cwa...@gm...> Christian your solution worked. Safari did automatically unzip. It did not add a .zip suffix but it didn't add a .pipmak suffix either. On adding .pipmak to the file name it turned the file into a single app, changed the visual icon to that of a pipmak project (colored cubes and little hat) and was then easily launched with a double click. BTW, very cool concept and definitely worth the time to get it to work. Pipmak keeps amazing me with its amazing power for what seems like such a little program. I am planning to do some higher end renderings of a scene this weekend and should have something to give back by next week. Cheers and again what an incredible application you guys have created. It is so cool. I am dying to see how it handles larger file sizes and more detailed images to see how well it's perspective works with more detail. Liam Liam Shannon Creative Director Fresh Cut Grass Advertising 22 Everett Street Sherborn, MA 01770 (508)545-2125 |
From: Urs H. <ur...@an...> - 2006-03-23 17:01:35
|
Hi Christian Walther wrote: > Urs Holzer wrote: >> In this case, I configured the webserver to send the file with >> Content-type application/zip. Would it be better to choose another >> Conteent-type like application/octet-stream or application/x-pipmak? > > Yes, do use application/octet-stream. I don't think there's any > advantage in inventing our own x-pipmak type. Thanks for this advice. I changed the server configuration and added a notice in the readme. It would probably also make sense to mention this in the documentation of pipmak. |
From: Christian W. <cwa...@gm...> - 2006-03-23 16:05:55
|
Urs Holzer wrote: > In this case, I configured the webserver to send the file with > Content-type application/zip. Would it be better to choose another > Conteent-type like application/octet-stream or application/x-pipmak? Yes, do use application/octet-stream. I don't think there's any advantage in inventing our own x-pipmak type. (I actually simplified things a bit in my reply to Liam. I'm pretty sure Safari doesn't look into files, but uses the Content-type to determine what extraneous extension to add.) -Christian |
From: Urs H. <ur...@an...> - 2006-03-23 15:43:33
|
Hi Christian Walther wrote: > Did you unzip the project file (or did Safari unzip it > automatically)? You shouldn't. Safari has the annoying misfeature of > appending a ".zip" extension to the file name (and probably > automatically unzipping it if this is enabled in the preferences) > because it sees that the file technically is a ZIP file. In this case, I configured the webserver to send the file with Content-type application/zip. Would it be better to choose another Conteent-type like application/octet-stream or application/x-pipmak? Greetings Urs |
From: Christian W. <cwa...@gm...> - 2006-03-23 08:48:26
|
Liam Shannon wrote: > how does one access this project? > > I tried opening the main lua doc using Pipmak but all options were > grayed out. I tried opening the node 1.lua doc with Pipmak but > again no luck. I tried clicking on the lua node but it only opened > it in text edit (at least I've gotten that far). Did you unzip the project file (or did Safari unzip it automatically)? You shouldn't. Safari has the annoying misfeature of appending a ".zip" extension to the file name (and probably automatically unzipping it if this is enabled in the preferences) because it sees that the file technically is a ZIP file. Just remove that extension, so that the file name ends in ".pipmak" as it originally did (you may need to do this in the "Name & Suffix" field of the "Get Info" window since renaming it the usual way only hides the extension instead of actually removing it). The project should then take on the usual pipmak project icon and you should be able to open it by doubleclicking (if Pipmak isn't already running) or using the "Open Project" button (if Pipmak is running). You can also use the project unzipped, just make sure that the name of the folder into which you unzipped it (i.e. the folder that contains the "1" folder and the "main.lua" file) ends with ".pipmak". Again, this should make it take on the pipmak project icon and make it openable in Pipmak. Hope that helps -Christian |
From: Liam S. <Li...@fr...> - 2006-03-23 01:29:54
|
> > Message: 2 > To: pip...@li... > From: Urs Holzer <ur...@an...> > Date: Tue, 21 Mar 2006 19:20:47 +0100 > Subject: [Pipmak-Users] Fully animated cube > Reply-To: pip...@li... Sorry to continue being dense (but at least I didn't include the entire digest ;}) but how does one access this project? I tried opening the main lua doc using Pipmak but all options were grayed out. I tried opening the node 1.lua doc with Pipmak but again no luck. I tried clicking on the lua node but it only opened it in text edit (at least I've gotten that far). Any input would be appreciated. Otherwise, I am learning a good bit by going through all the code in the various node files. Thanks for everyones patience, Liam |
From: Urs H. <ur...@an...> - 2006-03-22 17:10:03
|
Hi Christian Christian Walther wrote: > Would you mind if I place a screenshot and a link to your URL on a > "showcase" page on the Pipmak website? I've wanted to make such a page > for a long time, but so far there haven't been any projects to link > to... Ok, you can do that if you want. cu |
From: hOSHI <ho...@ga...> - 2006-03-22 15:27:47
|
was just an idea ^^; |
From: Christian W. <cwa...@gm...> - 2006-03-22 14:10:37
|
Urs Holzer wrote: > Look at > http://www.andonyar.com/rec/2006-03/pipmakfullanimation/ Heh, that's neat! When I change the "return 0.5" to "return 0" to render as fast as=20 possible, it runs at about 3 fps on my Powerbook. I hope performance of=20 the real video support will be better... I noticed that the edges of the objects flicker a bit - it appears that=20 your POV-Ray uses jitter with the antialiasing by default. You should=20 turn that off (-J). You're using the wrong field of view, by the way. If you look closely,=20 you can see that the pictures don't match up perfectly at the cube=20 edges. In POV-Ray, you can use camera { location 0 up 2*image_height/(image_height-1)*y right 2*image_width/(image_width-1)*x direction z //rotate in the desired direction //translate to the desired location } to get the correct field of view (half a pixel larger on each side than=20 90=B0). Would you mind if I place a screenshot and a link to your URL on a=20 "showcase" page on the Pipmak website? I've wanted to make such a page=20 for a long time, but so far there haven't been any projects to link to...= -Christian |
From: Christian W. <cwa...@gm...> - 2006-03-22 14:04:04
|
Urs Holzer wrote: > If you make a zip-File out of your folder, you have to make sure, that > you don't include the whole project-folder but only its content. > Otherwise it doesn't work. I think this is not clearly enough stated in > the documentation (Reference.pdf) You're right. I'll add a sentence or two to the explanation. I'm trying to get the next release (0.2.4) out this week, please check the documentation then and tell me if it's better. -Christian |
From: Urs H. <ur...@an...> - 2006-03-21 18:54:26
|
Hi If you make a zip-File out of your folder, you have to make sure, that you don't include the whole project-folder but only its content. Otherwise it doesn't work. I think this is not clearly enough stated in the documentation (Reference.pdf) cu |