Dannyboi 2.1k Posted March 22, 2020 Report Share Posted March 22, 2020 28 minutes ago, Jake_28 said: Isn't ray tracing just tracking simulated photons and simulating how they interact with objects? Like, lets say a light source emits photons with momentum in all directions. They follow a line, and if it hits an object that is opaque it stops (which makes shadows), if it hits a transparent object, it has a percentage chance to be stopped based on the transparency, if it hits a reflective object it bounces off, etc? If it is then i'd think it would be possible. That's the deal, but because of that it is remarkably slow. I wrote an embryonic raytracer (really a raycaster) capable of drawing spheres (which comes quite easily with raytracing because math or something) with no shading. It ran on a single thread of my CPU and it was remarkably slow. MI would have to work with the same resources but also with a RAM limit (given my lack of knowledge on raytracers I'm not sure how that'd play out) and it'd have to render planes, cubes, textures, the new advanced lighting features and all that. Theoretically it'd be possible to use external libraries for some of that but that's not within Nimi's expertise and it'd probably be a pain to work on either way. Link to post Share on other sites More sharing options...
Voxy 7.3k Posted March 23, 2020 Report Share Posted March 23, 2020 It's funny how many people seriously think adding ray-tracing is so trivial when in reality, not only is it beyond the scope of the program, but it would also very likely have to run on the CPU, of which GameMaker can effectively only use one core, which would make rendering too slow to make it worthwhile. Draco63, __Mine__, YoshiHunter and 1 other 4 Link to post Share on other sites More sharing options...
Spontaneous Explosions 1.2k Posted March 23, 2020 Report Share Posted March 23, 2020 Would other forms of reflections and lighting be the same case? Such as rasterization? Link to post Share on other sites More sharing options...
Voxy 7.3k Posted March 23, 2020 Report Share Posted March 23, 2020 23 minutes ago, Spontaneous Explosions said: Would other forms of reflections and lighting be the same case? Such as rasterization? There are two forms of reflections that could be added if such a feature was to be considered. One would be specular highlights from light sources, the other would be screen-space reflections. Spontaneous Explosions, Swingzero and Draco63 3 Link to post Share on other sites More sharing options...
Zerghunter666 309 Posted March 24, 2020 Report Share Posted March 24, 2020 Can't wait! Link to post Share on other sites More sharing options...
ItzMichaelPhillips 7 Posted March 25, 2020 Report Share Posted March 25, 2020 On 3/22/2020 at 12:50 PM, Nimi said: Looks like they broke when the flattening happened with 1.13, block IDs and texture names were changed in the process. This'll be fixed in the next update. Thank you so much! Link to post Share on other sites More sharing options...
le solo solio 39 Posted March 26, 2020 Report Share Posted March 26, 2020 thats a big deal for mine-imator bro! Link to post Share on other sites More sharing options...
Willy B. Serrv 4 Posted March 26, 2020 Report Share Posted March 26, 2020 this is good Link to post Share on other sites More sharing options...
SleepyblockAnimations 0 Posted March 27, 2020 Report Share Posted March 27, 2020 Are you making some improvements to keyframes? Graphics it's good,yeah! But keyframes in this program works wrong than in others. I tried to make animation in other programs and it looks smoother and easier than in mine-imator,because of keyframes P.S. Sorry for my bad english Link to post Share on other sites More sharing options...
HeYoNia 1.6k Posted March 27, 2020 Report Share Posted March 27, 2020 nobody gonna mention the fact that this may be Nimi's last project until he leaves? Link to post Share on other sites More sharing options...
CRAZYKOKEBROZ 64 Posted March 27, 2020 Report Share Posted March 27, 2020 7 hours ago, HeYoNia said: nobody gonna mention the fact that this may be Nimi's last project until he leaves? ??? Link to post Share on other sites More sharing options...
moniker 67 Posted March 27, 2020 Report Share Posted March 27, 2020 Awesome, however, I would like to see something as basic as markers and being able to pin objects on the timeline finally added which would improve workflow alot. See: Link to post Share on other sites More sharing options...
HeYoNia 1.6k Posted March 28, 2020 Report Share Posted March 28, 2020 7 hours ago, CRAZYKOKEBROZ said: ??? Dude said 1.3 may be his last project, pretty sad tbh but that's how life works. though he probably wont quit until another dev takes his job. Link to post Share on other sites More sharing options...
Anatoli 769 Posted March 29, 2020 Report Share Posted March 29, 2020 A long awaited update, worth the wait Link to post Share on other sites More sharing options...
CRAZYKOKEBROZ 64 Posted March 29, 2020 Report Share Posted March 29, 2020 9 hours ago, Anatoli said: A long awaited update, worth the wait Worth the wait indeed! Link to post Share on other sites More sharing options...
Kyle Freeze 70 Posted March 31, 2020 Report Share Posted March 31, 2020 I just want the whole Mine-imator eat my CPU instead of using 25% of it moniker and CRAZYKOKEBROZ 1 1 Link to post Share on other sites More sharing options...
DragonW52 0 Posted March 31, 2020 Report Share Posted March 31, 2020 ohohohohoho oh boi lets get this going Link to post Share on other sites More sharing options...
GabrielFazbear 1 Posted April 2, 2020 Report Share Posted April 2, 2020 Yeah no. I NEED A NEW COMPUTER because my computer doesn't let me open new versions. except 1.0.6 Now i'm stuck. Link to post Share on other sites More sharing options...
mine-weird 1 Posted April 3, 2020 Report Share Posted April 3, 2020 I am only praying all rigs don't break again CRAZYKOKEBROZ 1 Link to post Share on other sites More sharing options...
Fauros 2 Posted April 6, 2020 Report Share Posted April 6, 2020 i. want. this. now. Link to post Share on other sites More sharing options...
NicoRTX 0 Posted April 18, 2020 Report Share Posted April 18, 2020 Add PBR shaderhttps://github.com/GameMakerDiscord/PBR_shader_GMS2 On 3/21/2020 at 10:01 PM, Nimi said: However, before we dive into the following eye candy, I want to mention that due to the sheer size of this update, its official release is not in the near future-- and doesn't have an ETA. Why don't you start to publicly release testing versions (like minecraft snapshots)? I think the community will test and help with fixing bugs. It'll draw more attention to the Mine-Imator. Perhaps there will be those who will help with such a great deal of work. Will the source code be posted on github? My suggestion: Custom Render Settings on each models. It is convenient in a situation when you need a different AO or Glow size on different blocks. Link to post Share on other sites More sharing options...
moniker 67 Posted April 18, 2020 Report Share Posted April 18, 2020 (edited) Will peformance ever get any better? I can't even get 10 minutes of animation without seeing a big decrease in smoothness as I write more keyframes. I have one of the most powerful CPUs on the market (the new Threadrippers) with a 1080 ti and 64 megs of ram and still refuses to work smoothly after the update, this is insanity. I can't believe having like a small horde of 10 - 15 zombies walking in a straight line makes the program struggle because of the keyframes. It's ultimately Minecraft models. CPU usage is at like 5%. RAM and GPU usage are always pretty small, yet the program becomes unsmooth and yes im talking about work mode, im not working with the render on. Edited April 18, 2020 by moniker Kyle Freeze 1 Link to post Share on other sites More sharing options...
9redwoods 3.8k Posted April 18, 2020 Report Share Posted April 18, 2020 (edited) 4 hours ago, moniker said: Will peformance ever get any better? I can't even get 10 minutes of animation without seeing a big decrease in smoothness as I write more keyframes. I have one of the most powerful CPUs on the market (the new Threadrippers) with a 1080 ti and 64 megs of ram and still refuses to work smoothly after the update, this is insanity. I can't believe having like a small horde of 10 - 15 zombies walking in a straight line makes the program struggle because of the keyframes. It's ultimately Minecraft models. CPU usage is at like 5%. RAM and GPU usage are always pretty small, yet the program becomes unsmooth and yes im talking about work mode, im not working with the render on. Are you fantasizing about a world with no lag the more objects you add to a scene? That will never happen with the technology we currently have, let alone a low budget Minecraft animation program created in a 2D engine. Mine-imator lags; you can't escape it. If you're interested in large projects with less lag, I suggest blender, which is initially very light on performance and is built (correct me if I'm wrong) from the ground up. It also uses 64 bit rather than capping at 32. Edited April 18, 2020 by 9redwoods ShotU, Cryptic Runner, Jake_28 and 2 others 4 1 Link to post Share on other sites More sharing options...
moniker 67 Posted April 19, 2020 Report Share Posted April 19, 2020 (edited) 20 hours ago, 9redwoods said: Are you fantasizing about a world with no lag the more objects you add to a scene? That will never happen with the technology we currently have, let alone a low budget Minecraft animation program created in a 2D engine. Mine-imator lags; you can't escape it. If you're interested in large projects with less lag, I suggest blender, which is initially very light on performance and is built (correct me if I'm wrong) from the ground up. It also uses 64 bit rather than capping at 32. The problem is Gamemaker is garbage. If Mineimator was ported into a proper engine we wouldn't have to deal with this nonsense. My computer should be able to move 20 blocky models running at 60fps in any reasonable software. Blender is unfortunately too complex to use. I like the ease of use of Mineimator and the fact that it looks like Vanilla Minecraft, however, the performance is just terrible. Throw in a couple schematics, 15 or 20 models, animate for 10 minutes and you can't no longer have smooth playback in a high end 2020 CPU. Nuts. Edited April 19, 2020 by moniker Frost, __Mine__, Cryptic Runner and 3 others 1 5 Link to post Share on other sites More sharing options...
9redwoods 3.8k Posted April 19, 2020 Report Share Posted April 19, 2020 17 minutes ago, moniker said: The problem is Gamemaker is garbage. If Mineimator was ported into a proper engine we wouldn't have to deal with this nonsense. My computer should be able to move 20 blocky models running at 60fps in any reasonable software. Blender is unfortunately too complex to use. I like the ease of use of Mineimator and the fact that it looks like Vanilla Minecraft, however, the performance is just terrible. Throw in a couple schematics, 15 or 20 models, animate for 10 minutes and you can't no longer have smooth playback in a high end 2020 CPU. Nuts. Nimi isn't rewriting MI. Someone may in the future, but it's a slim chance. MI is limited to GameMaker's capabilities. Sorry you don't like that, but it's nobody's fault. CRAZYKOKEBROZ, Frost, Jake_28 and 2 others 5 Link to post Share on other sites More sharing options...
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