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(+1)

Thanks for the update.

I also have not found it working on OperaGX, and really most things with shaders and surfaces seem to have issues there.

I know WebGL is totally capable of the type of deferred renderer which Eclipse does, but the older API implementation that GameMaker currently uses is indeed lacking some key things.

I have and will be looking into it more because I do want it supporting everything.  Most likely the big changes to GM that are coming soon will be the best solution since at that point it sounds like the graphics API will be much more up to date and fully support MRT.

Also, in the last update I did add a special place holder buffer so that the illegal vertex submit error will not happen.  It also turned out, after rigorous testing, that GM has some internal issues with destroying vertex buffers and how they are indexed which cause memory leaks.  That was also a factor in the error you originally had, but has been fixed now as far as Eclipse goes. 

Thanks for the update, I’ll try it out now! It will be nice to remove my workaround. 

Hopefully when LTS gets released GM will be more stable and OperaGX will support better shaders. I don’t desperately need it, since I’ll probably wait until they release multiplayer on other platforms this winter. 

P.S. You did a fantastic job on this engine. My placeholder sprites look surprisingly good with this thing haha. 

Update: the illegal vertex buffer error still exists for me in the latest update. 

(1 edit)

That is odd.  I may need to bother YYG about why buffer_exists() does not always work with vertex buffers.

Does your original work around still work?  I certainly will figure out a way to not have to use it.  Also, this is just when using rollback?

The original work around still works, so no issues on that front. I haven’t tried to implement the engine into non-multiplayer projects, but the example you provide in the download works fine for me. The problem, so far as I can tell, only occurs with multiplayer. 

Gotcha.  Must be some way that the vertex buffer just doesn't get created before the first draw call.  When I have a moment I'll add some failsafe so others do not have the issue.  Checking if it exists or avoiding drawing for a few steps works for now, but long term something more elegant needs to be in place. 

Thanks again for brining it to my attention, since multiplayer is not tested as much.