PhatPeter

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Viewing 15 posts - 61 through 75 (of 83 total)
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  • in reply to: Monkey2 conversion #11901

    PhatPeter
    Participant

    Any kind soul here? I converted the monkeyX not Monkey2 but it’s not running.

    CONVERSION (MEMORY CRASH)

    [/crayon]

    ORIGINAL MONKEYX (works perfectly with all I’ve said, it would be a nice additional Monkey2 banana)

    [/crayon]
    Attachments:
    1. Files.zip
    in reply to: Monkey2 conversion #11898

    PhatPeter
    Participant

    I managed to simplify things and maybe I’m able to convert everything now I just need help with the corresponding Monkey2 commands for: (the extra commas and zeros and also Image.SetFlagMask Managed).

    [/crayon]
    in reply to: Monkey2 conversion #11896

    PhatPeter
    Participant

    Yes I know that it’s undefined to draw to itself but In MonkeyX you can do thath without slowdowns and that’s what makes me confused.

    I use a shader to read sourceimage and process it to targetimage.
    After that I plot some stuff onto targetimage which will therefore be unaffected by the shader, and then I use targetimage as the tilesheet to draw parts onto the canvas.

    But there are self-refference to create a scrolling/rolling effect, and it just works.
    I did some tests without any self-reffering and it’s still as slow in Monkey2.

    Drawing an image that you’ve just draw an image to is expansive in Monkey2.
    The slowdown seem to be x4. 4K draws instead of 16K draws. I would accept that If MonkeyX had the same but it doesn’t.

    in reply to: Monkey2 conversion #11893

    PhatPeter
    Participant

    This is the best demo I’ve come to manage to produce in Monkey2 as I’m in the process of learning it.
    I could provide full MX code if this M2 can’t put some light on the issue. I’m still new to Monkey2 so bear with me.

    I made a test which uses an untouched image (Barabarian) to blit to the Checkerboard (just another image) and to the main canvas. While doing that it blits some more using the checkerboard as the source and draws onto both itself and the canvas. I would like to throw away the “selfblitting” part and compare, but I think I tried that with similar slow results so that’s not it.

    The test can show that the upper combinations will run fine, while the lower combination one will not.

    If this fails to explain the problem I can show the full source when Mx is doing it, with shader ontop aswell.

    [/crayon]
    Attachments:
    1. This.zip
    in reply to: Monkey2 conversion #11889

    PhatPeter
    Participant

    It’s such a simple problem but I probably said it wrong.

    Say that you want to do this
    – You want to draw thousands of images to the canvas, no performance issue.
    – You might draw equally many images onto another image, no problem (it even outperforms the canvas, probably due to that images are often smaller, it’s really nice).

    The problem is the actual combo, and it’s an important combo to have in the toolbox.

    Of course this is not about a once-initiated-pre-drawn-image, it’s about the need to do it continuously.

    MonkeyX does it and the code above proves it even if it lacks the few lines that does the actual cookie-cutting which is just a bunch of DrawRect really.

    Monkey2 on the other hand seem very picky about this?

    This is the only gripe I have with Monkey2 now, I really need it to convert totally.

    in reply to: Monkey2 conversion #11885

    PhatPeter
    Participant

    The reason I as is that I really need to draw a texture onto itself efficiently in Monkey2.

    Separate experiments went well but throwing everything together made it a snail 🙁

    Mx did it without resorting to opengl so if M2 differ in its implementation I would need to know how to be able to optimise things back. Are there examples on how to effeciently draw parts of an image onto itself and then draw that in turn onto the canvas? This chain of events are what seem to slow down everything in MX2. Do you need to do Ping pong rendering to do that? I don’t think the source above does it.

    The MX source above produce exactly this and it does it well despite being so simple and straightforward. It gives you at least one layer of 64×64 of (shaded) tiles on all Android devices that I´ve tried so far. It’s a good minimum spec. On a PC or Mac you get 16-180 layers(!)

    Doing this as efficitly on Monkey2 is the hardest bit when switching to Monkey2 for me.

    in reply to: Don't worry about offending people, Mark (+tips) #11829

    PhatPeter
    Participant

    Indeed don’t give up because of the fact how much time and effort and sacrifices that has gone to into come to this point. Monkey2 already starts to have the quality the masses wants. Just persist and go for those Youtube tutorials, it’s HUGE. Same goes to luxury customer pathways such as steam, and keep up the great communication that is already happening.

    I read Mark’s already interested in polishing up things in the next release or so. A professional touch (not as in VisualStudio but as in install-and-create-something-wonderful-right-now) is needed to reach large groups of people.
    This and to let people know that it exist and what it’s capable of, and what it can offer them.

    A few more incredible demos would also be helpful.

     

    P.S. I will show my personal appreciation and backup as soon as I can afford. I really starts to love Monkey2. I can understand if it’s a mess under the hood right now. But let it take time. Everything good takes time.

    in reply to: Monkey2 Bunnymark (github) #11809

    PhatPeter
    Participant

    I include an eloquent version that I used when I want to get the hang of how powerful M2 is.

    Monkey2 is bad in fullscreen where Mx handles fullscreen equally good as windowed mode. This might not be a OS issue after all as MX manages to handle it perfectly.

    Monkey2 got me 25k in windowed mode, while in fullscreen it becomes ….. 6k 🙁
    But on older GPU’s this huge difference of fullscreen and windowed modes always seem to diminish.

    ANDROID numbers
    MX seem to be the strongest compiler for my Yoga2 Android for instance (running Lollipop) and a bit weaker on the Samsung Note 4. The weakest being the Note2 and can clearly spot a speed difference between Note2 & Note4.

    Monkey2 on the other hand shows enormous power on the Samsung Note2, so much that the gap between Note2 and Note4 diminishes to almost nothing. Both gets very strong with M2. The downside is how incredibly weak M2 is with Yoga2. This is an amazingly strong machine and largly outclasses both Notes2&4 when MX is used, the opposite happens with M2 which is surprising.

    Samsung Note2 & Note 4 (suprisingly similiar in power when used togther with MX2) both manages 6K @ 60 fps
    Lenovo Yoga2 (surprisingly weak with MX2) manages 1.6K @ 60 fps

    It’s worth noting that all the equipment are 64-bit except Note2 which is 32-bit, and that Yoga are the only one with an Intel CPU.

    Attachments:
    1. Example.zip

    PhatPeter
    Participant

    Looks awesome well done !

    in reply to: Monkey2 Bunnymark (github) #11805

    PhatPeter
    Participant

    I can inform that fullscreen performance in some MacOS revisions are simply TERRIBLE.
    Of course that has nothing to do with this example, it’s just a general statement.

    I’ve had Monkey1 and a semi-fresh MacOS for a long time and enjoyed it very much. I didn’t update on purpose as I knew about the risk of updating and I loved the retro feel to have a working fullscreen equally powerful as  windowed apps. Last week I had to update MacOS & Xcode to get Monkey2 a try, and things broke terribly.

    Anyways, I digress. The numbers for Monkey2 and freshest MacOS you can get are :

    – fullscreen manages 12K while – Windowed manages 25K.

    You’ll notice that things gets cut in half, there’s probably a screen-buffer in the way in the system.

    in reply to: Monkey2 Bunnymark (github) #11803

    PhatPeter
    Participant

    To improve the number of draws, don’t forget to change the coordinates of all the draws from Float’s into Int’s.

    For me this makes 6K into 25K.

    Mind you that I replace the line that draws into canvas.DrawRect and used a larger sprite size of 64×64.
    Regardless of drawing method, the scaling factor going from 6K into 25K is remarkable.

    in reply to: Ted2Go IDE #11799

    PhatPeter
    Participant

    It’s a really nice editor / IDE one of my favourites so far.

    I miss few little things like including smileys and symbols in the remarks of the code as you could with the Monkey1 editor. It’s also sometimes important to be able to play around quickly with colours and fonts.

    On the MacOS the font changer actually appears to be a retro file requester you need to find fonts for yourself instead of having the standard dropdown menu with previews? Maybe I’m doing it wrong.

    I would like to throw out and mention additional ideas I would love to see :

    – To be to be able to see and play all media right in the editor. Included pictures could appear in the source, and sounds could have a play button for instance.

    – The search might get a “highlight all found words” mode where you could skip between all using actual keys instead of screen buttons. A more complex variant would be to also create an additional tab that gets filled with all the instances of found words as a list.

    – Another idea would be live conversion of whatever the cursor is at, say a number will somehow offer other bases such as hex dec bin to be edited and viewed, and colours could couple RGB with names when actual names exist).

    I don’t know if any of these ideas are sensible enough to implement or not but I for one would really enjoy having them.

    in reply to: DrawRect usage? #11792

    PhatPeter
    Participant

    I think I solved it myself, the x & y needs to be Int instead of Float.

    in reply to: DrawRect usage? #11790

    PhatPeter
    Participant

    I upload the whole package here, maybe someone knows how to fix the glitch?

    Attachments:
    1. Glitchy.zip
    in reply to: Draw Text without filtering? #11789

    PhatPeter
    Participant

    This might work?

    canvas.TextureFilteringEnabled = False

Viewing 15 posts - 61 through 75 (of 83 total)