October 17, 2019, 05:42:25 PM

Author Topic: AGK Studio  (Read 1302 times)

Online Steve Elliott

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Offline Qube

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Re: AGK Studio
« Reply #1 on: July 25, 2019, 10:23:12 AM »
I think it was released too early as there are missing features & new bugs that weren’t even present in the alpha.

Only tested on Mac so far but I’m not impressed as I now have stuttering jerky movement to which I’ll have to create mini example as bugs reports. The IDE now also sometimes sticks for a few seconds when you right click / copy ( not always so need to pin down how / when )

Also, arrggghh Vulkan is beta for Windows only atm. NOT what they advertised for the pre order cash influx.

Yet still on release day TGC promote Studio with fake advertising :

Quote
The rendering system in AppGameKit Studio supports both OpenGL and Vulkan rendering pipelines. When an app is run on a device that supports Vulkan, AppGameKit Studio will choose this fastest solution over the default OpenGL renderer.

PC, Mac and Linux versions are all included, and they have been extensively tested by the pre-order owner who gained access to the first alpha builds.
FAKE!!! There currently is no Vulkan renderer for Mac or Linux. Why TGC just can’t be upfront in their marketing I do not know.
Until the next time...

Online Steve Elliott

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Re: AGK Studio
« Reply #2 on: July 25, 2019, 12:42:36 PM »
Quote
The IDE now also sometimes sticks for a few seconds when you right click / copy ( not always so need to pin down how / when )

There is definitely a delay of about a second on PC.

Quote
Only tested on Mac so far but I’m not impressed as I now have stuttering jerky movement

I don't get that on PC.

Quote
FAKE!!! There currently is no Vulkan renderer for Mac or Linux.

That should be made clear, definitely.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Qube

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Re: AGK Studio
« Reply #3 on: July 25, 2019, 11:45:57 PM »
Hmm, something odd going on with AGKStudio on the Mac ( not tested Windows yet ).

Anyone with AGK Studio or indeed any version of AGK could you test the below please. Leave it running for a couple of minutes and watch to see if it judders at any point.

On my Mac If I run the below constantly then occasionally it'll stutter and miss the odd frame. This never happened in AGK Classic. Yes, I've tried FPS run and also without the IDE being open too.

Be interesting to see the results of Mac and Windows. Oo, don't forget to save the ball.png and shove it in the media folder :)

Code: [Select]
SetErrorMode( 2 )
SetWindowSize( 1920, 1080, 1 )
SetVirtualResolution( 1920, 1080 )
SetDisplayAspect( 1920.0 / 1080.0 )
SetOrientationAllowed( 0, 0, 1, 1 )
EnableClearColor( 1 )
SetRawMouseVisible( 0 )
SetRandomSeed ( GetUnixTime() )
SetVsync( 1 )
SetClearColor( 0, 0, 0 )
SetDefaultMinFilter( 0 )
SetDefaultMagFilter( 0 )

Type tBall
x As Float
y As Float
speed As Float
size As Integer
EndType

Local ball As tBall
Local balls As tBall[]

Local tempImage, ballSprite

tempImage = LoadImage( "ball.png" )
ballSprite = CreateSprite( tempImage )

For count = 1 To 200
ball.x = Random( 0, 1919 )
ball.y = Random( 0, 1079 )
ball.speed = Random( 1, 6 ) + ( Random( 1, 50 ) / 100.0 ) // silly way to create a float based random speed
ball.size = Random( 32, 32 * 4 )

balls.insert( ball )
Next

// press ESC to quit this exciting thing

Repeat
For count = 0 To balls.length
SetSpritePosition( ballSprite, balls[ count ].x, balls[ count].y )
SetSpriteSize( ballSprite, balls[ count ].size, balls[ count ].size )
DrawSprite( ballSprite )

Inc balls[ count ].x, balls[ count ].speed * ( GetFrameTime() * 60 ) // cheap and cheesy 60FPS update delta time
If balls[ count ].x > 1920 Then balls[ count ].x = 1920 - balls[ count ].x - balls[ count ].size
Next

Swap()
Until GetRawKeyPressed( 27 )
Until the next time...

Offline Amon.

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Re: AGK Studio
« Reply #4 on: July 26, 2019, 12:05:56 AM »
Yo. Just tried it and left it running for about 5 minutes and encountered no stuttering or jittering.

When first run I did get an error message stating EnableClearColour was deprecated and did nothing. Clicking OK still went to the spaceballs fullscreen mesmerizing app. :)
edit/// This is running on Windows with AGKStusio 1.0
Windows 10 Pro - 32GB DDR4 RAM - GEFORCE RTX 2070 8GB - AMD RYZEN 7 8 CORE - WATERCOOLING.

Online Steve Elliott

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Re: AGK Studio
« Reply #5 on: July 26, 2019, 12:10:56 AM »
I find that a bit jittery, yes;  certainly not silky smooth.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Qube

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Re: AGK Studio
« Reply #6 on: July 26, 2019, 12:12:42 AM »
Quote
Yo. Just tried it and left it running for about 5 minutes and encountered no stuttering or jittering.
Interesting, thanks.

@Steve, could you remove the "* ( GetFrameTime() * 60 )" and try again?, thanks.
Until the next time...

Online Steve Elliott

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Re: AGK Studio
« Reply #7 on: July 26, 2019, 12:17:43 AM »
Better, but I still detect jitter.  Will install on mac and see how it runs.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Qube

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Re: AGK Studio
« Reply #8 on: July 26, 2019, 12:22:25 AM »
Better, but I still detect jitter.  Will install on mac and see how it runs.
Ahh right, so there is a jitter. Sorry to be a pain but could your try the code with the oldest version of AGK Classic you have and see if it does the same? - For me AGK Classic works flawless.
Until the next time...

Offline LineOf7s

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Re: AGK Studio
« Reply #9 on: July 26, 2019, 12:25:46 AM »
AGK Classic here.  No jitter after many minutes.

Online Steve Elliott

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Re: AGK Studio
« Reply #10 on: July 26, 2019, 12:26:53 AM »
I uninstalled non Studio versions, sorry.  And their website doesn't seem to like my mac so I'll try again tomorrow.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Qube

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Re: AGK Studio
« Reply #11 on: July 26, 2019, 03:40:50 AM »
AGK Classic here.  No jitter after many minutes.
Thanks for testing :) - As thought, AGK Classic works fine
Until the next time...

Offline LineOf7s

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Re: AGK Studio
« Reply #12 on: July 26, 2019, 03:55:10 AM »
AGK Classic here.  No jitter after many minutes.
Thanks for testing :) - As thought, AGK Classic works fine
...which is exactly why I've felt precisely no compunction to "upgrade" to the new one.

Offline MikeHart

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Re: AGK Studio
« Reply #13 on: July 26, 2019, 08:02:01 AM »
Qube, it could be that the MoltenVK path will be an invalid solution in the next OSX release, which is scheduled for September 2019. If TGC is smart, their will go for Metal2 directly.


What I find more disturbing is that theiy said that AGKS 1.x is only about the IDE and the vulkan renderer. New features will  be added in V2.x which was a payed upgrade in AGKC. As the vulkan render doesn't give that much advantage, it would be smart and IMHO cheaper to wait for  V2 if someone wants to upgrade from AGKC.



Offline MikeHart

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Re: AGK Studio
« Reply #14 on: July 26, 2019, 08:04:49 AM »
Did they provide Tier2 projects and libs in AGKs?