CanIIA 1.2k Posted April 20, 2022 Report Share Posted April 20, 2022 Can't wait to see it!!! Good work Nimi and David!!! TheToastedIron 1 Link to post Share on other sites More sharing options...
Fitraxpo 0 Posted April 20, 2022 Report Share Posted April 20, 2022 my humor is like from Minecraft 2.0 to Mine imator 2.0 *moai* Link to post Share on other sites More sharing options...
ReaperAnimatez 0 Posted April 20, 2022 Report Share Posted April 20, 2022 Finnaly i have been waiting for this! Nice job! Link to post Share on other sites More sharing options...
The Gaming Floodkid 6 Posted April 20, 2022 Report Share Posted April 20, 2022 This is all AWESOME things to hear! I can't wait to use it when 2.0 comes out! Link to post Share on other sites More sharing options...
apocablakz 81 Posted April 21, 2022 Report Share Posted April 21, 2022 It's going perfect, some time ago I wrote the script for a very difficult project to carry out in the mine-imator, so much so that I even replaced models... now comes this... and I think I'll be able to let myself be carried away by my most ambitious ideas... I'll delay that animation for 2.0 and I'll try it out... I swear to you people... the most complete and complex animation made in this program, I'm sure of it... I promise I'll do everything to push mine-imator 2.0 to the limit... thanks David, nimi and everyone for creating this program LacaMenDRY 1 Link to post Share on other sites More sharing options...
Zyarc 6 Posted April 21, 2022 Report Share Posted April 21, 2022 Inverse Kinematics? better riggin systiems? Realistic water? Mods supports? MORRRRR FEATURE!!!!!!! for real tho, this is a great update, specially for those riggers, and those who wanted to make huge scale animation. also for those where you can adjust by dragging timeline window to multiple monitors, EXCITING. these deserve a ton of donations. Keep it up guys! Link to post Share on other sites More sharing options...
BrianTheFireLord 5 Posted April 21, 2022 Report Share Posted April 21, 2022 Mine-imator was running on GameMaker?! Wait, that actually explains a lot. Link to post Share on other sites More sharing options...
kingnicolas27 93 Posted April 22, 2022 Report Share Posted April 22, 2022 I am absolutely hyped for MI 2.0. it's going to be spectacular to not only have more creative minds gathered in one singular place through the multi-platform capabilities, though to also have more power to create with the general optimizations. Quite literally a game changer of an update Link to post Share on other sites More sharing options...
Ocawesome101 1 Posted April 23, 2022 Report Share Posted April 23, 2022 On 4/17/2022 at 9:08 AM, david said: [sic] Linux support was the only thing keeping me from using Mine-imator more... Arch Linux support, maybe as an AUR package, would be nice Alternatively, if the source code is readily available I'm fine with compiling it myself. The other improvements are pretty awesome too! Link to post Share on other sites More sharing options...
WithBonMC59 12 Posted April 23, 2022 Report Share Posted April 23, 2022 Does that mean we'll be getting proper ambient occlusion, or will it still be screen space? LacaMenDRY and moniker 2 Link to post Share on other sites More sharing options...
Nimi 8.3k Posted April 23, 2022 Report Share Posted April 23, 2022 On 4/23/2022 at 10:20 AM, WithBonMC59 said: Does that mean we'll be getting proper ambient occlusion, or will it still be screen space? Almost all modern AO rendering methods are still screen-space with real time ray tracing being a new technology still. Many of MI2's new effects will be screen-space along with AO. MCPA Team 1 Link to post Share on other sites More sharing options...
FBS ANAKONDA 0 Posted April 24, 2022 Report Share Posted April 24, 2022 We need the faster schematic thing. My computer is strugglring with 4 100x100 schematichs of an anarchy spawn Link to post Share on other sites More sharing options...
_TheWitherStorm_ 0 Posted April 24, 2022 Report Share Posted April 24, 2022 I want to get mi2.0! Link to post Share on other sites More sharing options...
LacaMenDRY 1.3k Posted April 24, 2022 Report Share Posted April 24, 2022 On 4/25/2022 at 1:27 AM, _TheWitherStorm_ said: I want to get mi2.0! Wait till Late May/Early June/July I forgor. Link to post Share on other sites More sharing options...
YuutoVRZ 23 Posted April 25, 2022 Report Share Posted April 25, 2022 Can't wait for it.... Link to post Share on other sites More sharing options...
AllenBiTs 64 Posted April 25, 2022 Report Share Posted April 25, 2022 DUUUUUUDE!!! Link to post Share on other sites More sharing options...
hidrax13 55 Posted April 25, 2022 Report Share Posted April 25, 2022 very cool Link to post Share on other sites More sharing options...
_TheWitherStorm_ 0 Posted April 25, 2022 Report Share Posted April 25, 2022 On 4/25/2022 at 2:37 AM, LacaMenDRY said: Wait till Late May/Early June/July I forgor. Link to post Share on other sites More sharing options...
PerplexedAnimation 14 Posted April 25, 2022 Report Share Posted April 25, 2022 IM SO HYPED DUDE Link to post Share on other sites More sharing options...
mine-weird 1 Posted April 25, 2022 Report Share Posted April 25, 2022 On 4/17/2022 at 4:08 PM, david said: Greetings! With the 10 year anniversary of Mine-imator coming up, I’ve decided to temporarily rejoin the developer team and add some long requested features you will soon be able to download in an upcoming version 2.0 pre-release arriving late May/early June! @Nimi has done some phenomenal work on new features (many not even announced yet!), however the graphics engine used (GameMaker) has been a big obstacle towards optimizing the software and ensuring good framerates and memory usage with all the new additions. Therefore I have jumped in to lend a hand and I've finally been able to successfully migrate Mine-imator to a new graphics engine using the C++ programming language for added performance, optimized memory (x64) and multi-platform support. For all the technical details see the bottom of the post. In order to facilitate the development we have greatly appreciated your support throughout the years, creating and sharing content, giving suggestions, reporting bugs and especially with donations! Mine-imator has for the past decade been completely free and will remain so, but your donations have helped keep it alive with webserver costs and directly funded the development of version 2.0 (for instance, I had to get a MacBook for this update ). If you have not donated yet to the development team or wish to continue supporting, see the link below: Donate to Mine-imator development ($5+ one-time or recurring) With all that aside, let’s get to the new features found in the first 2.0 pre-release, later followed by additional releases with Nimi’s UI changes, animation improvements and rendering features (See Dev Update #21)! Let’s get HYPED! Starting off small yet useful, an actually working Cancel option when clicking the program’s X! Next up something for the multi-monitor animators: No more crammed workspaces, simply detach your timeline or camera view into a second window and drag it to another screen! Scenery/.schematic file loading has been multi-threaded and optimized to be around 10 times faster as well as taking up less memory, allowing much bigger regions than before! In addition, the scenery is cached and instantly loaded upon re-opening your project (with no loading bar). Mine-imator will soon be able to handle much more complex projects with a speedup between 3-5 times compared to earlier versions when rendering many objects. This is made possible with CPU optimizations and combining objects into batches before sending them to the GPU for rendering (Mine-imator will not be allocating more CPU resources compared to current versions, just using them more efficiently). Linux users have been left out of using Mine-imator for 10 years, but no more! Version 2.0 will run smoothly on Debian/Ubuntu operating systems with all the same features! (P.S. If you have another favorite Linux distribution let us know) Same goes for Mac OS users after countless requests! Finally, the “Import from World” option has been completely reworked to have a 3D interface for more easily selecting a section of your world to animate. Despite being 3D and having more options, it will also load worlds much more quickly compared to the current version and in general be more stable. It will also be integrated into the software rather than opening a pop-up window, and accessed with a shortcut in the toolbar. Behind the scenes of the 2.0 C++ port: (Things will get technical and nerdy, you have been warned!!) Reveal hidden contents Porting Mine-imator away from GameMaker has been attempted several times in the past and was known for being an extremely laborious and complex task, sure to take years if attempted manually. For reference, the current codebase is well over 90,000 lines of code (think of each line as an instruction, each feature consisting of an intertwined network of thousands of lines) making it a huge task for anyone to tackle, given all the features added over 10 years by multiple developers. This is not to mention the extra code needed to fill in the gaps of the GameMaker functionality used, such as drawing the GUI, handling keyboard/mouse input and rendering geometry using shaders. The end goal would be to switch from GameMaker Language (GML) into a new chosen programming language with more performance, memory management and multi-platform capabilities, where C++ was chosen as the best option. Given the nature of the task, I decided roughly 3 months ago to try a new approach for 2.0 and automatically have a script read the files in the codebase, figure out the functions and variables used and convert it line-by-line to working (and heavily optimized) C++ code. Having a program to act as a compiler of-sorts and convert between GML->C++ would also allow the team to keep using GameMaker as the development tool (IDE) for testing, while having the benefits of C++ for the final build released to the public. After some experimentation I was able to convert the entire codebase into C++ using a C# script, taking no less than 20 seconds (compared to the years it would take manually). The problem still persisted of filling in said gaps of the GameMaker functionality which is where the majority of the remaining work was, along with making sure the converted code was bug-free and achieved the exact same behavior as the GML by carefully comparing the behavior of 1.2.9 and the C++ version of 1.2.9. See below for a snippet of GML code on the left and the converted C++ counterpart on the right (created automatically in a few milliseconds by the script). Doing this manually and testing it to make sure it works and fixing the resulting bugs introduced by common mistakes would potentially take hours. After the code was ported, I started looking into new features that could be added in this new C++ environment that were previously impossible in GameMaker, including optimizing the performance further, adding multi-threading, multl-monitor support, more advanced 3D rendering (such batch rendering and boosting the world importer) and the heavily requested Mac OS/Linux support. To conclude, after many years I’ve been able to port Mine-imator to C++, which has without doubt been the most challenging programming task I’ve done but has taught me a lot and I hope the resulting improvements and features will be appreciated by countless animators for another 10 years ahead! Be sure to keep an eye out for the upcoming pre-releases, following our Twitter page or joining our Discord chat might be a good idea. Once again thank you for all the support through the years and keep on animating our favorite block game! /David O.M.GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG Link to post Share on other sites More sharing options...
mukhlisin 6 Posted April 26, 2022 Report Share Posted April 26, 2022 yay now mine imator is powerfull thanks david and nimi you are cool Link to post Share on other sites More sharing options...
foxp 552 0 Posted April 28, 2022 Report Share Posted April 28, 2022 I wish you success teh 3d obj support is add ? Link to post Share on other sites More sharing options...
Shamanzination 0 Posted April 28, 2022 Report Share Posted April 28, 2022 On 4/17/2022 at 7:01 PM, FOXY TOONS said: Yeah, that's still missing, I need to animate in my school-free-time(maybe in the lessons too) Link to post Share on other sites More sharing options...
Turbulated 26 Posted April 29, 2022 Report Share Posted April 29, 2022 I do wonder if real time reflections will be something built into the program now, since GM limitations no longer plague them, and they won't be dropping your FPS down to single digits. LacaMenDRY 1 Link to post Share on other sites More sharing options...
My name is North_Xv 70 Posted May 1, 2022 Report Share Posted May 1, 2022 (edited) SO COOL!But my biggest expectation is that Mine-imator can support more languages, because my English is actually not very good! Edited May 1, 2022 by My name is North_Xv Wallace 1 Link to post Share on other sites More sharing options...
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