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unplayable OGL
Just written my first openGL game (space invaders
and i''ve been trying it on a lot of other computer to see how it goes. on any nvidia video card i try it on it runs perfect (tried it on a tnt1, tnt2, geforce 2) but any non-nvidia card (eg. tried it on 2 ATI cards and matrox millenium g400) it runs unbearably fast. The player is dead in half a second, he doesn''t even have time to move.
Has anyone else had this problem? Do these cards just have bad openGL support? I''ve ruled out it being an OS thing, it has to be something to do with the video card. Or there might be something i''m really messing up in the code maybe.....
any help anyone could have on this, any suggesitions, would be very greatly appreciated. Thanks.
MelvinElvin
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GSACP: GameDev Society Against Crap PostingTo join: Put these lines in your signature and don't post crap!
sounds like a v-sync issue to me, but unfortunately, if it is, i don''t know what to do about it. 
Scott
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"If you try and don''t succeed, destroy all evidence that you tried."
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Scott
Website
"If you try and don''t succeed, destroy all evidence that you tried."
Hi, i''m not really sure what the problem is but have you considered writing specific code for each type of card? I''m sure you really dont care for a space invaders game but if it''s a recurring problem I would take a look at other peoples code and see if your doing something different. BTW when i say specific for each type of card, i mean like for an ATI card, slow it down to something that looks reasonable, maybe it''s just that you came up with a kick ass way to get really high frames per second and in 10 years everyone will be using your code
? well hope it helped some.
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Being unbareably fast is a good thing, all you need is to implement some timing code to control the speed, and move your players accordingly. Look up FPS (frames per second) on this message board, you''ll find plenty.
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