To everyone mentioning the speed:
I am going to put several things in place to limit the speed and the ''preceived'' speed.
I''ll definately put on some kind of frame rate lock later, but I''m going to wait until I am done so I can get an idea of how slow it needs to be.
Also, it appears to go very fast because I change the animation every frame. I''ll probably change it so that it advances to the next frame of animation every 3 frames or so to slow the ''preceived'' speed.
My very own Engine Demo...
Very nice. I get 140-150 fps in 1280x1024 res while scrolling around with maximum entities (holding down ctrl and spacebar); that''s on a PIII 450 with 128MB RAM and a Voodoo3 1000 (basically an OEM-only version of the V3 2000).
370fps 1024x768 on a PIII 533Mhz w/ 128 mb of RAM, and a Voodoo3 3000 (16mb AGP).
Any resolution above 1024x768 makes your program "perform an illegal error" I think it''s because I''f set my monitor to a max of 1024x768 so you should enumerate resolutions before asking which one they want.
Other wise very cool!
- Ben
Any resolution above 1024x768 makes your program "perform an illegal error" I think it''s because I''f set my monitor to a max of 1024x768 so you should enumerate resolutions before asking which one they want.
Other wise very cool!
- Ben
__________________________Mencken's Law:"For every human problem, there is a neat, simple solution; and it's always wrong."
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
I got about 220 fps on 640x480 and about 140 at 800x600. Im running an Athlon 500, S3 Savage4 chipset.
That''s fast! How did you get it to run so well? What are you using? I mean, are you using accelleration to blit and stuff, or your own optomized stuff? Are you ever gonna release the source?
That''s fast! How did you get it to run so well? What are you using? I mean, are you using accelleration to blit and stuff, or your own optomized stuff? Are you ever gonna release the source?
Thanks for all the positive feedback, I didn''t think the engine was as good as you all think it is, I still think it''s a little trashy ;P.
cyberben: Yah, I didn''y bother to enum the resoulutions, I was in a hurry to get a demo out. As a matter of fact, I undid all the changes to the code that I did to make that demo. So if you folks want an update, I''ll have to redo everything again .
Qoy: It''s not fast enough! I''m using the standard ->Blt to do all of my drawing. None of the code is really optimized except for a small part of the map renderer (which I don''t think is working right). The map renderer is only about 25% optimized and I haven''t even touched the entity system yet, it still needs collision detection, which will slow things way down.
I''ll probably release the source with the first game I make with it, I''m not one to keep stuff secret . You definately don''t want it as it is now, half of the varibles names are stuff like ''foo'' and ''timmy'' .
cyberben: Yah, I didn''y bother to enum the resoulutions, I was in a hurry to get a demo out. As a matter of fact, I undid all the changes to the code that I did to make that demo. So if you folks want an update, I''ll have to redo everything again .
Qoy: It''s not fast enough! I''m using the standard ->Blt to do all of my drawing. None of the code is really optimized except for a small part of the map renderer (which I don''t think is working right). The map renderer is only about 25% optimized and I haven''t even touched the entity system yet, it still needs collision detection, which will slow things way down.
I''ll probably release the source with the first game I make with it, I''m not one to keep stuff secret . You definately don''t want it as it is now, half of the varibles names are stuff like ''foo'' and ''timmy'' .
"The Gates of Pearl have turned to gold, it seems you've lost your way."
I figured out why it goes slower 'to the right'. I draw my map in a loop that looks like this:
for(do columns){
for(do rows){
draw tile[column][row]
}}
I also only draw what needs to be draw, only the visible tiles. To get smooth scrolling, I have to draw partial tiles on all sides of the screen. When the camera is in a position that calls for drawing 2 columns of impartial tiles on either side of the screen, the FPS drops since it has to render 2 more columns. It only slows down when either the WorldX or WorldY is not sitting on a multiple of 64. It does slow down when you go up and down, but the impact is much less since the rows are rendered in the inner loop, they take fewer repetitions. Don't you feel enlightened?
Not much I can do about this without resturcturing my whole map system. At least I know whats causing the slowdown.
Also, the fraterate triples in the demo if you turn off the stats. Although it doesn't display it on the screen, in 640x480 I was getting over 900fps and a 64 boundary and 650 off of one. I have a Athlon 500, 196mb ram, and TNT2 btw.
Edited by - Rappler on July 27, 2000 8:10:45 AM
for(do columns){
for(do rows){
draw tile[column][row]
}}
I also only draw what needs to be draw, only the visible tiles. To get smooth scrolling, I have to draw partial tiles on all sides of the screen. When the camera is in a position that calls for drawing 2 columns of impartial tiles on either side of the screen, the FPS drops since it has to render 2 more columns. It only slows down when either the WorldX or WorldY is not sitting on a multiple of 64. It does slow down when you go up and down, but the impact is much less since the rows are rendered in the inner loop, they take fewer repetitions. Don't you feel enlightened?
Not much I can do about this without resturcturing my whole map system. At least I know whats causing the slowdown.
Also, the fraterate triples in the demo if you turn off the stats. Although it doesn't display it on the screen, in 640x480 I was getting over 900fps and a 64 boundary and 650 off of one. I have a Athlon 500, 196mb ram, and TNT2 btw.
Edited by - Rappler on July 27, 2000 8:10:45 AM
"The Gates of Pearl have turned to gold, it seems you've lost your way."
For some reason the tile set doesnt look right (in the game they look different than on the image, bright green and such in game). I have no idea why this is happening, any suggestions.
-Prairie
-Prairie
Your video card is using 555 encoding for each pixel whereas the engine is using 565. It would be trivial to add to the demo, but it''s not present in the one that''s availible.
"The Gates of Pearl have turned to gold, it seems you've lost your way."
I don''t know what your program is doing but
after selecting mode(_any_mode!_) there is
illegal operation caused by memory exception.
funny on that is that after the exception
computer starts to behave very strange.(internet
stops working,GDI doesn''t work - screen is damaged).
I don''t know the specifics of this computer but
is running w98,directx 7.0a. any idea? I try it
at home on a different computer.
krompo
after selecting mode(_any_mode!_) there is
illegal operation caused by memory exception.
funny on that is that after the exception
computer starts to behave very strange.(internet
stops working,GDI doesn''t work - screen is damaged).
I don''t know the specifics of this computer but
is running w98,directx 7.0a. any idea? I try it
at home on a different computer.
krompo
krompo
This is unbelieveble nice :D
I have NEVER seen this fast engine made by "amateur"... if you can be called that
Are you working right now with own game, or are you just creating new engine?
about 85fps with 1024x768. Drops to 40-50 when more than 450 entities (WOW!)
Celeron P400, 64mb, W98, 11GB HD.
-Paladin
I have NEVER seen this fast engine made by "amateur"... if you can be called that
Are you working right now with own game, or are you just creating new engine?
about 85fps with 1024x768. Drops to 40-50 when more than 450 entities (WOW!)
Celeron P400, 64mb, W98, 11GB HD.
-Paladin
This topic is closed to new replies.
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