My very own Engine Demo...
Get it here.
(http://members.fortunecity.com/malignunt/demo.zip)
Post what FPS you are getting at the different reses with different stuff on and off. I wanna see if it will run on anyone's comp other than mine too .
EDIT: If fortunecity doesn't work, get it here.
"The Gates of Pearl have turned to gold, it seems you've lost your way."
Edited by - Rappler on 7/26/00 3:18:47 AM
"The Gates of Pearl have turned to gold, it seems you've lost your way."
I must say, your engine is impressive! It ran flawlessly; my framerates were as such: (I'm running a Dell Dimension with a P3 700 Mhz, 256 MB of RAM, and a GeForce, as well as a 21" monitor so I was running it in 1600x1200 resolution. THANK you for supporting high resolutions! No annoying res changes! )
VSYNC off:
Camera sitting still: 160-200 FPS, depends on the location of the map it's at. Framerates strangely tend to be lower towards the right side of the map, higher at the left side.
Screen packed with the most entities as possible (by holding down the CTRL key and Space bar): Around 135 at the left side of the map, around 120 at the right side of the map.
With VSYNC on my framerate stayed at 85 since that's my refresh rate, and never once dropped below that.
Just for fun: my framerates at 640x480 resolution were 680 on the left side of the screen, and 590 on the right side. Quite a drop! Also, at that resolution, the animation would run so fast that you couldn't even see the small ship's explosion. They just disappeared. Even with Vsync on (with refresh at my optimal 150 for the res) you couldn't see the explosions. Maybe you should put in a framerate cap around 80 or so.
Try holding down the Space bar and moving the camera down at the same time... hypnotic! Would make a cool screen saver My only gripe (and it's a small one) is that you should make the cursor larger in 1600x1200 resolution, it's a tad tricky to see. Otherwise, excellent demo! I'd be eager to see an actual game based on this engine. Good work
-Zed
Edited by - ZedAgent on July 26, 2000 4:37:29 AM
VSYNC off:
Camera sitting still: 160-200 FPS, depends on the location of the map it's at. Framerates strangely tend to be lower towards the right side of the map, higher at the left side.
Screen packed with the most entities as possible (by holding down the CTRL key and Space bar): Around 135 at the left side of the map, around 120 at the right side of the map.
With VSYNC on my framerate stayed at 85 since that's my refresh rate, and never once dropped below that.
Just for fun: my framerates at 640x480 resolution were 680 on the left side of the screen, and 590 on the right side. Quite a drop! Also, at that resolution, the animation would run so fast that you couldn't even see the small ship's explosion. They just disappeared. Even with Vsync on (with refresh at my optimal 150 for the res) you couldn't see the explosions. Maybe you should put in a framerate cap around 80 or so.
Try holding down the Space bar and moving the camera down at the same time... hypnotic! Would make a cool screen saver My only gripe (and it's a small one) is that you should make the cursor larger in 1600x1200 resolution, it's a tad tricky to see. Otherwise, excellent demo! I'd be eager to see an actual game based on this engine. Good work
-Zed
Edited by - ZedAgent on July 26, 2000 4:37:29 AM
Wow, never noticed the framerate drop from left to right. I think I already know what's causing it though. I'll fix it later
If you think it's impressive now, wait until I do the collision detection and particle system. Gotta spruce up the D3D mode too. Can you say Colored lighting?
Thanks for the feedback though, I need more motivation. The upcoming collision detection is worrying the hell out of me. If there is one thing that's not fun, it's doinf speedt collion detection.
EDIT: Did you try the demo recording feature? I think that's the coolest part
Edited by - Rappler on July 26, 2000 4:53:42 AM
If you think it's impressive now, wait until I do the collision detection and particle system. Gotta spruce up the D3D mode too. Can you say Colored lighting?
Thanks for the feedback though, I need more motivation. The upcoming collision detection is worrying the hell out of me. If there is one thing that's not fun, it's doinf speedt collion detection.
EDIT: Did you try the demo recording feature? I think that's the coolest part
Edited by - Rappler on July 26, 2000 4:53:42 AM
"The Gates of Pearl have turned to gold, it seems you've lost your way."
Cool.
specs:
pIII-450mhz
128MB RAM
RIVA TNT2 ULTRA 32MB
17" Nokia monitor
I got 150 fps at 1024*768 vsync disabled
100 fps at 1280*1024 vsync disabled
and 85 fps at both resolutions with vsync enabled.
Keep up the good work!
specs:
pIII-450mhz
128MB RAM
RIVA TNT2 ULTRA 32MB
17" Nokia monitor
I got 150 fps at 1024*768 vsync disabled
100 fps at 1280*1024 vsync disabled
and 85 fps at both resolutions with vsync enabled.
Keep up the good work!
One more thing: Cool with joystick support, it detected my Logitech WingMan Digital 3D just fine.
Oh yes, the demo recording. I tried it out, and it worked great, I mean it''s not that cool until you actually get a game going that you want to record
The only negative aspect of the demo recording that I noticed was that it only recorded your actions, not the starting location of the camera on the screen. For instance, if you go to the right side of the screen, hit record, spawn some entities, stop recording, the move back to the left side of the screen and hit play, you''ll spawn some entities, but you''ll be at a different place on the screen than when you hit record (since you move to the left). To remedy this would be extremely simple I''d imagine: just record the camera X and Y value when the person first begins recording, then move the camera to that value when the playback starts. Then you can keep all the rest of the recording process the same.
-Zed
The only negative aspect of the demo recording that I noticed was that it only recorded your actions, not the starting location of the camera on the screen. For instance, if you go to the right side of the screen, hit record, spawn some entities, stop recording, the move back to the left side of the screen and hit play, you''ll spawn some entities, but you''ll be at a different place on the screen than when you hit record (since you move to the left). To remedy this would be extremely simple I''d imagine: just record the camera X and Y value when the person first begins recording, then move the camera to that value when the playback starts. Then you can keep all the rest of the recording process the same.
-Zed
Hi,
pretty nice engine.
I got 40 - 45 frames on my old AMD K6 200 with 64 MB
of SDMRAM and a VOODO 2.
cu
Peter
pretty nice engine.
I got 40 - 45 frames on my old AMD K6 200 with 64 MB
of SDMRAM and a VOODO 2.
cu
Peter
HPH
Yes, it would be very easy to move the camera, but this is just a demo. I plan on using the demo recording mostly to supplement my crappy scripting. I can do the patterns by hand and attach them to the entities instead of scripting them.
In the end I''ll have 2 version of it, one for the ''AI'' and another for recording the game.
In the end I''ll have 2 version of it, one for the ''AI'' and another for recording the game.
"The Gates of Pearl have turned to gold, it seems you've lost your way."
This topic is closed to new replies.
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