Not really, you just put “-target 1.5” on the compile line as a parameter.
What have you done??? It is worse!!! 5 FPS and it is flickering!!
works fine here, nice physics. I got ~16 fps on my intel E8400 with integrated graphic card.
It seems you are performing some really accurate shadow mapping here, it might be the reason
that i got such low frame rate.
Mine too. Java 1.6. Vista. Dell Inspiron 9400. Core Duo 2Ghz. GeForce 9700 GS.
Ooups! Sorry guys. I’ll fix it right away.
Wow that worked well, ran at 21 fps even on this machine which has an intel integrated video card.
The physics is very good. nice job 8)
OK. I have made a few changes.
-
I have recompiled the code to work with JRE 1.5 using JDK 1.5. Simply changing “target” to 1.5 is not enough. This does not check for API compatibility, but only marks the code as compatible with Java 1.5
-
I have removed the FPS limit, so it should run smoother on Windows.
-
I have included a simple profiler type of thing. When you run the demo with the console open and press ESC to restart, you will see a printout in the console similar to the one below. This is an analysis of an average simulation time step, that tells you how much time was required to complete each phase of a time step. There are four phases: physics, shapes, shadows and overlay. There is also an entry for the whole time step. The “Potential FPS” value means, that if some phase were processed alone (without other phases) it should reach such a frame-rate.
Time measurement "JOGLRenderingManager: physics"
Minimum time = 0.93ms
Maximum time = 26.69ms
Average time = 2.18ms
Potential FPS = 458.60
Time measurement "JOGLRenderingManager: shadows"
Minimum time = 0.93ms
Maximum time = 9.10ms
Average time = 1.24ms
Potential FPS = 804.70
Time measurement "JOGLRenderingManager: shapes"
Minimum time = 2.35ms
Maximum time = 11.25ms
Average time = 2.87ms
Potential FPS = 348.61
Time measurement "JOGLRenderingManager: time step"
Minimum time = 4.76ms
Maximum time = 190.89ms
Average time = 9.34ms
Potential FPS = 107.08
Time measurement "JOGLRenderingManager: overlay"
Minimum time = 0.17ms
Maximum time = 169.41ms
Average time = 2.75ms
Potential FPS = 363.73
Awesome - its so much smoother @ 390FPS+
It seems to be using about 90% of one core and 60% of another core for an overall CPU usage of about 36% over 4 cores.
Time measurement "JOGLRenderingManager: physics"
Minimum time = 0.20ms
Maximum time = 10.40ms
Average time = 0.27ms
Potential FPS = 3681.57
Time measurement "JOGLRenderingManager: shapes"
Minimum time = 0.13ms
Maximum time = 2.79ms
Average time = 0.16ms
Potential FPS = 6249.57
Time measurement "JOGLRenderingManager: overlay"
Minimum time = 0.01ms
Maximum time = 87.81ms
Average time = 0.30ms
Potential FPS = 3367.42
Time measurement "JOGLRenderingManager: time step"
Minimum time = 1.11ms
Maximum time = 96.48ms
Average time = 1.67ms
Potential FPS = 598.87
Time measurement "JOGLRenderingManager: shadows"
Minimum time = 0.27ms
Maximum time = 29.04ms
Average time = 1.06ms
Potential FPS = 941.99
Works great now on my Mac! Very cool demo. I was getting 60 fps and using 50% of my CPU. So, totally acceptable.
Glad to hear that.
Cheers!
42 average FPS
35-50% CPU usage
with:
windows xp pro
pentium 4 2.4GHz CPU
1024 mb pc-3200 memory
256mb PCI NVIDIA Geforce FX 5500
bad things:
driving fast diagonally
the squares hurt my eyes and almost give me a seizure…okay maybe not but it is still a headache XD
awesome, 60fps avg.
I invite you all to take a look at the newest version of the demo! It contains more objects, cel shaded graphics and an improved physical model. Any comments are welcome
Cheers,
Grzegorz
No good here (although previous version worked fine). No textures, <1fps, no key response…
I have no shaders on my graphics card :’(
[quote]Exception in thread “Thread-14” javax.media.opengl.GLException: java.lang.RuntimeException: GL_ARB_vertex_shader not supported!
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:410)
at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
at com.sun.opengl.util.Animator.display(Animator.java:144)
at com.sun.opengl.util.Animator$MainLoop.run(Animator.java:181)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.RuntimeException: GL_ARB_vertex_shader not supported!
at com.insightmachines.vde.jogl.JOGLRenderer.loadShaderProgram(JOGLRenderer.java:275)
at com.insightmachines.vde.jogl.JOGLRendererCS.setup(JOGLRendererCS.java:25)
at com.insightmachines.vde.jogl.JOGLRenderingManager.init(JOGLRenderingManager.java:54)
at com.sun.opengl.impl.GLDrawableHelper.init(GLDrawableHelper.java:72)
at javax.media.opengl.GLCanvas$InitAction.run(GLCanvas.java:418)
at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:189)
at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
[/quote]
Hmm. Maybe I should create a version without GLSL shaders :-\
when I back up to a wall and it blocks my screen and the walls ort of fades. colourful lines fly aorung my screen.
21 FPS if I dont move. and it steadily goes higher tah longer I move. highest I got was like 35. excpet when I turn then it goes back down to 21.
Somehow it didn’t work for me with Sun Web Start launcher (6u10), only briefly displayed the window and then quit (probably crashed). With OpenJDK, it works - and quite nicely at that. I’m running Ubuntu Linux here. The physics feel solid, and cellshading + stencil shadows look nice. Keep up the good work!
I guess I could try Sun JWS with Java console open to see if anything turns up…
I have uploaded a new version, that automatically disables GLSL shaders if they are not supported.
This is quite odd. I use Sun Java (6u11) under Fedora 10 and it works just fine. If you could run the demo with a console open, that would be great.