State of GameSalad on 5-22-2013

CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
edited May 2013 in GameSalad Kitchen
Hello! It's that time again... time for another weekly state of GameSalad post. On your mark, get set... go!

Estimated Stable Build Schedule

We have no planned stable build releases for this week. We’re focusing all of our efforts on the nightly builds and getting them out to all Pros first. Sure looks like nightly builds will be ready for all Pros tomorrow.

Pending Updates

These updates are pending for stable build release. They are available in the nightly builds of the engine and Creator. Once they are well tested they will be pinched off and released to the general public.

1. We’ve done an initial optimization pass on some of the Lua code. Especially related to how we compute delta times in the iOS engine. Should help improve general performance.

2. An optimization pass has been completed for OpenGL rendering. This should help out performance in several cases, especially particles. We’re seeing pretty absurd improvements for particles.

3. We’ve optimized some Lua memory footprint code that has the potential to shave megabytes off of your game’s memory size. At least it’s shaved some MBs off of my test cases. This was mostly done by optionally allocating some objects that were previously allocated all the time.

4. We removed the publishing fireworks sound effect.

5. We’ve addressed some of the Creator stuttering related to looking for Android ADB installations.

6. We’ve fixed an issue in Creator that caused entering non-numeric text into numeric fields. This also has a positive side effect of fixing some possible rounding issues in number constraints.

7. We’ve added WAV file support to Creator and the native engine. This support allows you to choose WAV files as your preferred file format for sound effects. The effect of making this choice is to have much faster loading on iOS. Speed gains are less notable on Android due to the suboptimal way we handle loading data from the device. We’ll be resolving that soon.

8. We’ve added TGA image support to the native engine. This support allows you to choose TGA files for your images. TGA files load significantly faster than PNGs. We still have some creator work necessary to finalize this support.

9. We’ve updated how the ad bar works in your free games. It now takes less memory (1/30th as a matter of fact) and also takes advantage of some new iOS features to make installing targeted apps easier.

10. We've fixed a bug with pausing the game that messes up your camera. Good fix!

What We're Working On

1. We're continuing to profile the game engine looking for CPU bottlenecks and RAM hogs. We're continuing to identify places that should receive immediate optimization. This effort will continue for the foreseeable future. This is my main engineering focus for now.

2. We still have a bit of work to finalize TGA support in Creator. While delayed, this should wrap up any day now. I have it on good authority that day is tomorrow morning.

3. We're still working on getting the new nightly build process in place for Pro users. Nightly builds are flowing out to line cooks and sous chefs. We’re finishing up some web work this week before we can release this to all Pro users. That work is being completed as I write this, so it’s looking like tomorrow is the day!

4. We're still wrapping up the major Mac Creator improvement pass. These improvements will greatly enhance the stability and performance of the Mac Creator. We'll be rolling this out to all Pro users for feedback once the nightly build process is ready for use. We’ve reduced the number of engineers working on this to one so that more optimization tasks could be started.

5. We have an engineer doing an optimization pass on the HTML5 and Lua engines. This should help improve general performance of both engines. Lots of good progress has been made on this over the past week. This work will be continuing for the next week or two.

6. One of our engineers is working on reorganizing our engine code to make debugging and development easier for us. Part of this work includes integrating the third-party Zerobrane Lua IDE. It also includes integrating a Lua debugger and socket library. Some good building blocks for things to come. This work is done but pending some code reviews. Once ready we’ll put it in the nightly builds.

7. Looks like one of our engineers will be resurrecting the old "stretch" mode to complement overscan and letterbox for universal resolution support. He's pretty confident that should be achievable this coming week. More news as progress is made.

8. We're also working on upgrading the ad bar to provide better cross-promotion opportunities to Pro users. We've got some irons in the fire here and will have more news as work progresses.

9. You may have seen a recent poll asking you all for information on Creator improvements. @BlackCloakGS and team will be digging in on these requests in a prioritized way. Expect them to start showing up in the nightly builds on a regular basis.

http://forums.gamesalad.com/discussion/56981/are-these-fixestweaks-what-youd-want

10. We have an engineer starting to breakdown the work involved in implementing asynchronous multiplayer support. Pot’s on the stove on this and we’ll be simmering it for some time now.

11. We’re working to get Windows Creator in the nightly build process so that we can start iterating on fixes and improvements with it as well. More news as it’s available.

What's Coming Down The Pipe

Our primary focus will remain code cleanup, bug fixing and engine optimization for the next few weeks. Once we're satisfied with where the core engine is at, we'll begin turning our attention to new feature development and additional platform support.

The top things on my list are: creator workflow improvements, custom fonts, automated texture atlas support, improved render batching, Android IAP and async multiplayer support. Some other odds and ends may come up first as necessary, but those are the main points I'll be pressing for. ETA of those features is not available yet, but they're top on my list to tackle as soon as feasible. More news as we make progress on our existing workloads.

Looks like we may be biting off a virtual file system implementation relatively soon. This will help us better secure your projects, reduce their size when installed and improve load times. More news soon.

Custom fonts are getting some attention in the next couple of weeks. More news soon.

Summary

We’re working the black arts of voodoo in the kitchen to summon awesomeness for you. Nightly builds are literally a day away from being available to all Pros. Now I should probably turn my attention to writing that intro post for them. As usual, I’m super excited about that!

Until next week...
«1

Comments

  • Team6LabsTeam6Labs Member Posts: 541
    Keep up the good work!
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Awesome as usual!
  • mounted88mounted88 Member Posts: 1,113
    @codewizard >:/ bring on the nightly builds
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    Friggin amazing :)
    - Thomas
  • SocksSocks London, UK.Member Posts: 12,822
    Superexcellentness !


    :)>- :)>- :)>- :)>-
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    All sounds good again

    "10. We've fixed a bug with pausing the game that messes up your camera. Good fix!"

    Do you mean using the pause behavior or the device going into sleep mode and returning?
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Sweetness. Really, really looking forward to the nightly builds. Joy is coming! :D
  • allornothingallornothing Member, PRO Posts: 126
    Sounds good - I think I'll be going Pro soon for an upcoming release which I'm very excited about (our first in GS!) so the nightly builds will be welcome. I'm really hoping the requested tweaks/fixes thread gets mined beyond the initial poll for suggestions, as there are countless simple improvements that could be made to make projects simpler and workflow smoother. Looking forward to it!
  • imGuaimGua Member Posts: 1,089
    No plans to fix csv exporting?
  • ChakkuChakku Member Posts: 1,513
    edited May 2013
    Awesome! :D

    Sounds to me,@CodeWizard, that custom fonts is quite a hassle, at least more than I would think it is :p

    Chakku
  • zoopezoope Member Posts: 210
    I am totally loving these updates, awesome effort GS. =D>
  • wolala123wolala123 Member Posts: 249
    yes...nice update!!
  • OpenFlo_StudioOpenFlo_Studio PRO Posts: 32
    I am new here and starting to develop my first app, but everything sounds exciting
  • WbokoWboko Tennessee, USAMember, PRO Posts: 621
    Sweet Update!!!
  • GrapeSodaGamesGrapeSodaGames Member Posts: 93
    Great update as usual!!
  • andrewm2211andrewm2211 Member Posts: 341
    So I've been out for a little bit. I see

    "7. Looks like one of our engineers will be resurrecting the old "stretch" mode to complement overscan and letterbox for universal resolution support."

    Does that mean there's a universal build option now?

    Also , I see they're optimizing the LUA engine, awesome! Does that mean LUA free has been pushed?

    Thanks.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    edited May 2013
    The stretch mode will be an addition. It basically does what all of the various fixes have been doing, stretching the camera to fill the whole screen.
    - Thomas
  • dayofjackaldayofjackal Member Posts: 111
    Will we be able to run the nightly builds in conjunction with the stable release? ie at the same time on the same mac?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes.
  • PBEmpirePBEmpire Member Posts: 676
    Brilliant as usual! :D
  • BitvorkBitvork Member, PRO Posts: 119
    Great news! :)
  • LedaroLedaro PRO Posts: 18
    edited May 2013
    " We’re working to get Windows Creator in the nightly build process"

    :D Awesome!
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    @HoneyTribeStudios
    Here's the bug from our database that's been fixed. Looks like it may just be pause, but it might also apply to sleep / wake.

    Attached is a game that was made by one of our users. The initial scene has the X camera value set to 50. When a 'pause game' or 'scene change' is triggered, the origin resets to zero and visually reflects the change in preview.

    STR:
    1. Open attached project in locally built creator or dmg
    2. Preview project
    Notice the scene reflects the X camera value being set to 50.
    3. Select 'pause'
    Notice the camera origin resets to zero

    Expected:
    Camera origin reflects the value indicated in the gameproj

    Observed:
    Camera origin is reset to the default 0,0 when pause or change scene is triggered
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    edited May 2013
    @andrewm2211

    Check out my first State of GameSalad post for more details about Lua.

    http://forums.gamesalad.com/discussion/56063/state-of-gamesalad-on-4-17-2013/p1
  • andrewm2211andrewm2211 Member Posts: 341
    thanks for the response guys, exciting stuff. @uptimistik thanks for the response, are you aware of any documentation that would explain how to set up a universal build?
  • jamies15-3jamies15-3 Member Posts: 94
    @CodeWizard As always exciting news :), can I just ask about the asynchronous multiplayer will this be through Game Center? As that would be ace. Also could I ask if the text input could be looked at, a better looking keyboard and input area as tbh its unusable at the moment.

    Cheers.
  • EireStudiosEireStudios Member Posts: 451
    @CodeWizard are you guys still on track for the nightly builds being released to Pros today?
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    Excellent news as usual! Keep the amazing work up @codewizzard @BlackcloakGS and @codemonkey
  • CodeWizardCodeWizard Inactive, Chef Emeritus Posts: 1,143
    edited May 2013
    @Soulstealer
    It's getting close. Still working out some final details. It might slip until tomorrow. I'll post more soon.

    @jamies15-3
    Async multiplayer is something beyond what Game Center provides. We need to have a cross-platform solution. We'll post more info about that when we have the details.
  • osucowboy18osucowboy18 Member Posts: 1,307
    Very exciting stuff this week @CodeWizard! I especially like that you all are already thinking ahead to what is going to be required for async multiplayer from a cross-platform perspective. Can't wait for Nightly Builds to be released, and the improvements that go along with them.

    - Alex
Sign In or Register to comment.