Kids… take my advice… don’t grow up

I’m sure people think Gorgon is dead.  Well, it’s not dead, but certainly not active either.  I’m pretty much done with writing for it (bugs being an exception).  If you’re interested in helping maintain it, please let me know via the forums.  My day job and my social life (which I’d neglected for too long) are a priority right now and I have very little motivation (or time)  to write anything related to Gorgon (or anything else).

That said, I do check the forums every day (at least twice a day).  So if you have a bug, or need a question answered, I will try to help.  Again, because of my “schedule” I may be a bit late in the replies (although ShadowDust702 has been doing a fine job of answering questions while I’m out drinki… er.. working).

Speaking of forums, forum member Cycor posted some code to convert GIF animations into Gorgon sprite animations.  You can view the code here (sorry for the late acknowledgment).

Moar User Stuff

Well we have another user contribution from forum member domq.  He’s doing a “sort-of” Ultima 6 MMO remake called Britannia On-Line.  Frankly it looks awesome, and I can’t believe Gorgon can be used for stuff like that.  Who knew?  I sure didn’t.

Anyway, I’ve added screenshots of the project to the screenshots gallery under the user contribution gallery.  You can check out more about the project in the forums.

Domq also found an issue with the TextSprite when the bounding rectangle is very small and WordWrap = true.  This has been corrected (by domq) and I’ve put the fixed code into the Subversion repository.

User stuff

So I’ve been meaning to do this for a while, but laziness and real life gets in the way.  Anyway, one of the forum members, Zeraan, has created a nifty little asteroids clone called Asteroids of Beyaan.  You can check out the project (which includes a link to the game itself) in the forums.  I’ve also added screenshots for the game in the screenshots section of the site under the user contributed screenshots section.

I’ve also added two new (well, not so new seeing as they’ve been there for a long time) screenshots for the RPC project by ShadowDust702.  Those too can be found in the screenshots/user contributed section.  Check the project description for a download (demo/test version) link.

New version: Gorgon v1.1.3638.20767

sitelogoSo I’ve finally gotten off of my lazy ass and uploaded a new version of Gorgon.  This version contains all the bugfixes, and enhancements that have appeared in the Subversion repository over the last few months.

You can read about the changes here.

Then you’ll probably want to download it.

Absence

It’s been a while since I’ve last updated, over a month actually.  I’ve been dealing with some major real life issues so I haven’t had any time to devote to Gorgon unfortunately and I won’t be able to for a while (at least not until the end of August).  I recently dumped the latest batch of code into the subversion repository and it contains several small bug fixes and some new additions (like a polygon sprite).

As always, if you find an issue please log it on the Gorgon issue tracker page.

Oh and to the person who was having issues with keyboard input: I still haven’t been able to reproduce the bug and you haven’t replied to the issue comments, so I’m closing it for now.  I don’t need the full project source code, but if you could even whip up a sample project that exhibits the behaviour, that’d be perfect.  If you can help me verify it, I’ll re-open it when I get back from vacation in August.

July 19, 2009 • Tags:  • Posted in: Real life • 1 Comment

A tutorial? Now I is professional.

sitelogoSo ShadowDust702 was kind enough to create a basic getting started tutorial and put it on the wiki.  This makes it look like Gorgon actually has some interest.  Who knew?  Anyway, the tutorial is here.  If you would like to contribute to the cause, then by all means do so and let me know on the forums so I can tie it all together.

June 1, 2009 • Tags: , , , • Posted in: Programming • Comments Off

New version tiem! Gorgon v1.1.3436.39405

sitelogoYes, I know I spelled “time” wrong.  Yes, it’s on purpose.

I’ve uploaded  a new version of Gorgon today.  That puts the current release at version 1.1.3436.39405.  You can read what’s changed by heading on over to the forum and reading this announcment.  After you’ve become completely brainwashed by reading that you can download it.

Clearly I’m still working on Gorgon.  I probably will be until the day I expire, which given my healthy intake of McDonald’s, should be any day now.  If someone wants to lend a hand, contact me via the forums.

Edit – May 29/2009

Because I’m very dumb, I released Gorgon with a nasty bug in the Batch sprite object.  When you use the batch sprite it will complain that it can’t find the vertex declaration for PositionNormalDiffuseTexture1 or some such nonsense.  This of course just totally breaks the Batch sprite.  It’s been fixed and the new version (v1.1.3436.39405) is uploaded.

Sorry about that folks, sometimes Tape_Worm is stupid like ox.

Bugs bugs bugs

sitelogoI just noticed an issue in the issues section on the Gorgon project site…  It deals with localization issues with the Sprite Editor.  So if you’re finding the sprite editor is crashing, I apologize for that, there were some localization settings missing when reading the config files.  A fix is being worked on and will be available on the SVN repository asap.  The fix is now in the subversion repository.

May 17, 2009 • Posted in: Uncategorized • Comments Off

Batches of hate

sitelogoSo I’ve been a busy little bee the last couple of days adding a couple new features to Gorgon.

One of the things I’ve been wondering about is how I could possibly improve performance.  To understand, I should explain how Gorgon does its “thing”.  When you draw a sprite to the screen using the Draw() method the actual data doesn’t go to the current render target (screen for our purposes) right away.  What happens is the vertices for that sprite are added to a dynamic vertex buffer.  If the next sprite you draw has the same texture and states as the previous (which will most likely be the case if you perform batching properly) it will just add that sprite to the dynamic buffer and the process continues over and over until the end of the frame.  When the end of frame is reached the buffer is drawn to the screen and the buffer is ‘reset’, that is, all data in it is overwritten with our next frame.  This is all well and good if you only use the same texture and render states (Smoothing, Blending, etc…)   But let’s say we have 3 sprites.  The first 2 sprites share a texture and the last uses a seperate texture.  When the first two are drawn they get added to the vertex buffer and then when the 3rd sprite is drawn the system detects a change in state (in this case it’s the texture) and the buffer is flushed and process starts over with our third sprite.  As you can imagine this can be very inefficient, but if you batch sensibly you’ll see excellent speeds.

So I got to wondering… How can I use this batch methodology to display data even faster?  Dynamic vertex buffers are quick, but they’re snail-like compared to a static vertex buffer.  Of course, the caveat of the static buffer is that it’s just that:  static and incredibly slow to fill over and over in a real-time situation.  However I thought that maybe we wouldn’t need to make changes to the buffer if all we’re doing is displaying a group of sprites as a background or drawing lots of text and we can take advantage of the static vertex buffer.

Thus, the Batch object was created.  Basically it batches your sprites/text sprites in such a way that the system can draw a LOT faster.  More accurately it acts like a snapshot of your sprites.  By calling the AddRenderable method you can attach any sprites that support batching (via the internal Renderable.GetVertices method) and it will store the retrieved vertex data in a static vertex buffer.  The system will even optimize the order of the vertices such that the most common shared textures get rendered first and will group the vertices by texture.  Because it groups by texture a single batch object is capable of  store multiple and drawing objects with differing textures (this incurs a small penalty of course).  The setup is obviously not the fastest thing in the world, but once the buffers are built and running the results are impressive:

Left: The immediate mode (Dynamic Vertex Buffer) Draw function from TextSprite.
Right: The batched mode (Static Vertex Buffer) which uses the exact same TextSprite but draws it via the Batch object.

Notice the HUGE speed difference.  Naturally nothing comes for free and there are caveats to using this thing.  Namely your batched sprites can’t be transformed after they’ve been drawn (unless you refresh the batch and that is too slow for real-time framerates) and any transformations affect the whole batch as a single entity, the same for states like smoothing or blending.  So you’re wondering what use is this?  Well, as you see, if you have a lot of text you can draw it very quickly.  Or, if you have a tile map where the tiles are static you can basically blit (and transform) the entire map at very little cost.

Edit
I’ve posted a video on youtube showing this stupid thing in action with over 100,000 sprites with a large block of text:

MOAR!!! NAO!!!

sitelogoAhoy hoy.

I’ve actually been working on Gorgon off and on (mostly off) throughout the last 2 weeks and I’ve sent a few new changes to the svn repository:

So there you have it.  Hopefully the zip file support will be a plus.  I have no idea when a packaged release will be available, but when it is I’ll make sure to announce it.

Gorgon SVN

sitelogoSmall update.  I’ve updated Gorgon’s code in the subversion repository to use the March 09 version of SlimDX.

End of Line

April 1, 2009 • Posted in: Uncategorized • Comments Off

How to annoy me.

sitelogoJust a quick notice.  I think it’s great when I get questions about Gorgon.  And I do my very best to answer what I can as accurately as I can.

However.   I do NOT want questions about how to use libraries created by other groups/people.  I have no problems explaining Gorgon’s inner workings for this purpose, but that’s as far as it goes.  I won’t be transforming it into any other library, that’s your job.   I am not tech support for any other library.  If you want support for another graphics library go to their forums and ask the creators of that library.  If they don’t support their stuff, then that’s tough, take it up with them through whatever means available to you.

Don’t take this as trying to be secretive/anti-competitive about Gorgon or its inner workings.  If I wanted it to be secretive I wouldn’t have released it or the source for it.

End of Line.

April 1, 2009 • Tags: , , , , • Posted in: Idiocy, Programming • Comments Off

Oh boy!

sitelogoI’ve had a couple new people join the forums lately, I’m so pleased.  For a while I started to think that all life in the world outside had died off and was replaced with spam bots.

One of our new members is Gourky and he’s writing a  CNC (Computer Numerical Control) CAD program called GGCad that uses Gorgon.  This is awesome because when I designed Gorgon one of my goals was to make it useful outside of the gaming field and now it’s actually being used for such a purpose.  Yay.  Gourky was also kind enough to give out the source code to a control he’s built to scroll a Gorgon render window.  How awesome is that?

I’ve added a screenshot of ggcad to the user screenshots section.

In other news, I’m still terribly busy with real life shit.  But I’ve also started work on another project (although with the limited time I have it’s going to be a very very very very very long time before it even sees the light of day, hell DirectX 15 might be out before I release it) which uses DirectX 10.

Spammers are child molestors

They are. And they need to be hunted down and killed.

Anyway, this leads to this:
The forum has been getting a LOT of signups from spam bots lately. To the point of where I’ve begun banning subnets. Seriously morons, use a virus scanner and some common sense and keep these damn things off your system(s). If you’re a legitimate user from one of the subnets I’ve denied, then I’m sorry to say that you’re out of luck. I hate being an asshole about it, but frankly some places have more zombied machines/spammers than others and that’s just the way it is. If you don’t like it, do something about it. Hunt these fuckers down and cut their nuts off. They’re making it bad for the honest user.

That means that I’ve started cleaning out the shit from the forums.  And by shit, I mean spam bots and their owners.  It’s getting on the stupid side of things lately.  I’ve had several attempts at adding accounts by confirmed spam harvesters.

February 8, 2009 • Posted in: Uncategorized • Comments Off

Hate. VB. Hate. Database.

Work is overrated, I don’t recommend it.

I disabled comments because I’m just getting pummeled by spammers and no legitimate comments.  So I say fuck it and fuck you spamming cocksuckers.

If you have an urgent need to discuss Gorgon or whatnot please use the forums.

February 4, 2009 • Posted in: Idiocy, Programming, Real life • Comments Off