Archive for July, 2012


What did you do this week?

I managed to finally get Nvidia Nsight and started profiling some OpenGL usage. I cleaned up some of the BGE’s OpenGL usage (eliminated some glGet and glIsEnabled calls), which got me a few fps in the Necrosys map. I’m hoping for more gains, but I’m still learning how to best use the tool. I also managed to speed up loading on Dalai’s project by using glGenerateMipmap() instead of gluBuild2DMipmaps() on hardware that supports glGenerateMipmap(). This greatly reduced the delay from when you could start hearing sounds to when you could start seeing the level.

In an effort to start getting things merged into trunk (if I’m lucky for 2.64), I’ve submitted a patch with only my changes to Swiss for code review.

Furthermore, I’ve finally gotten around to recreating the ge_components branch with my component code. I haven’t done much testing with it, but I’d like to start poking around and seeing what needs to be done.

I also managed to close the following bugs this week:

  • Incorrect physics for LibLoaded dupligroups {fixed r49237}
  • SubSurf in BGE suggestion {rejected}
  • Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal {fixed r49189}
  • Unable to modify KX_LightObject in BGE {fixed r49154}
  • light distance not adressable in GE GLSL mode {fixed r49154}
  • Overlay scene gets transparent when motion blur is enabled {r49128}

Tracker stats:

New: 6
Closed: 6 (6 by me)
Net Change: +0
Current: 149

What do you plan to do next week?
Hopefully I can start getting some reviews from the code review. I will continue trying to make the Necrosys map run faster and fix more bug reports.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

Nope, things are going smoothly.

Are there any builds available?

There are some on GraphicAll.

Cheers,
Moguri

What did you do this week?

I started off this week looking at multi-uv bugs to see which ones are actually fixed in Swiss. I’ve verified that bugs #18146 and #17927 are fixed in Swiss. #20281 and #37775 should be solved after I get a bit of clarification on some Blender code.

There are also a couple of bugs about changing light values in realtime not having any graphical effect. These bugs were fixed in Cucumber, so I’m going to see if I can bring that code over to Swiss or trunk.

Other than bugs, I managed to get lib loaded materials to not compile their shaders twice. This gets rid of an error message when using the async option, and it offers a small speed up. I have also gotten my Swiss code into a working copy of trunk to start looking at the possibility of merging with trunk.

Now time for some tracker stats:

New: 3
Closed: 1 (1 by me)
Net Change: +2
Current: 149

What do you plan to do next week?
Once Nvidia get’s their developer site back up, I’d like to try some of their programs to profile the BGE’s OpenGL usage to try and get the Necrosys map to run better. I finally got Dalai’s files working, so I can also start trying to optimize for those. Overall, a scene change spends about two seconds on scene conversion; hopefully I can get it down to around one second or better.  I’ll also see about the possibility of merging some of my Swiss changes into trunk so the multi-uv bug reports can be closed.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

Nope, things are going smoothly.

Are there any builds available?

There are some on GraphicAll.

Cheers,
Moguri

What did you do this week?

This week was a rather slow week for me as I was busy with other things and waiting on files. However, I’ve fixed some memory leaks in both trunk and Swiss that I found using the handy Visual Leak Detector. I also wrote up a Game Engine release log for the 2.64 test builds release, and I’ve been monitoring response to the release in this BA thread to try and find any regressions. So far, the only regression I’ve confirmed is one involving DDS/DXT textures and needing to flip the compressed textures. This regression (as well as the reason for the regression and possible fixes) is noted in the release log.

Of the bugs I fixed, one notable one was a regression (found prior to the 2.64 release) caused by the character physics type which made Radar and Near sensors collide with objects. I say this is notable, because I think it was one of the few (if not the only) 2.64 BGE regressions in the tracker. Hopefully this means 2.64 won’t break too many 2.63 games. Another bug worth mentioning is enable/disable rigid body not working with Bullet. Now that I’ve fixed this, I don’t think there are any old features (i.e., Sumo features) laying around that do not work with Bullet.

Now time for some tracker stats:

New: 4
Closed: 11 (8 by me)
Net Change: -7
Current: 147

And we are down to three pages in the tracker!

What do you plan to do next week?
I got a map from the Necrosys guys that they are letting me profile, so I’m going to see what I can do with that. So far, it loads about 30% faster in Swiss. Dalai also has a game/walkthrough for me to profile, but we’re having issues running it on Windows. Once those get resolved, I’ll also profile that.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

Nope, things are going smoothly.

Are there any builds available?

There are some on GraphicAll.

Cheers,
Moguri

What did you do this week?

I finally implemented an interface to work with asynchronous lib loading. I settled on a future object that can register callbacks as mentioned in this post on my feedback thread. As for the tracker, I managed to close eleven reports, but five new ones came in. The good news is we are now only four reports away from finally getting back to three pages.

Tracker stats:

New: 5
Closed: 11 (11 by me)
Net Change: -6
Current: 154

4 more to go until we’re back down to three pages!

What do you plan to do next week?
I should be able to get the tracker under three pages this next week. As for what non-bug-hunting task I will work on, I think I will need to consult Dalai. I might work on an actuator for LibLoad, but with the Hive GSoC, it might be better to wait on adding any new logic bricks. I could start looking at cleaning up components, or look into more converter optimizations.

Are there any problems that will require extra attention and what impact will they have on your proposed schedule?

Nope, things are going smoothly.

Are there any builds available?

There are some on GraphicAll.

Cheers,
Moguri