Background is cleared with one big background image. I was slightly suprised that creating a volatile image expcitly and using that was much-much faster than leaving it to a “compaitble image”.
Source should be here:
http//www.cokeandcode.com/miniad/miniad-src.jar
NOTE: These sources arn’t good! Just a first play with the idea.
[quote]Background is cleared with one big background image. I was slightly suprised that creating a volatile image expcitly and using that was much-much faster than leaving it to a “compaitble image”.
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I found when using compatable images that there was a big performance drop as soon as you went over 256x256. I can only assume that above that images don’t get cached, whereas by making it a volatite image you’re forcing it to cache it regardless.
[quote]Really is a shame MacOS X doesn’t do acceleration, specially as I’m about to buy a PowerBook.
Any idea if its on the way?
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Yes it is the one big downside. Other than that I love my powerbook.
Apple is very tight lipped about anything they are working on, but I do know that they are aware of the issues. There was a posting here that hinted that they are excited to use the OpenGL pipeline of 1.5… who knows when 1.5 will appear on the Mac though.
LWJGL and JOGL are running well on the Mac though. Even though my powerbook’s video chipset isn’t super fast (ATI Radeon 9000) it works fine for Alien Flux.
Well it seems to suck for a lot of Java Cool Dude’s Xith3D demos I think it all depends on what you try to get it to do. The graphics driver says Radeon 8500 actually… but I thought the actual chip was a 9000.
and it is a notebook version remember - so the clock speed could be lower than what you would find on a desktop version, to conserve battery power.
You see…
A cute little Chrono-Trigger style sprite and rows of different ground textures, all slowly scrolling diagonally. A FPS counter hovers somewhere around 1200. You see a white tower in the distance.
But is there supposed to be a big black void down the right and bottom edges of the screen? Almost looks like its space for a (rather large) C&C style HUD. Oh, and my mouse lags horribly. I’ve found that if you’re not using fullscreen mode (and so have a wait-for-vsync pause) its a good idea to put a yeild() in near the end of your game loop.
Yep… the black space is there for some GUI components I want to stick in…
At the bottom, a chat area. At the side your character stats and controls… and hence, yet another little RPG is born Well, should I ever actually get it working.
Was gonna go for a NWN meets crap graphics sorta thing. Limited multiplayer adventuring hopefully on a budget.
It seems that it gets requested so often for testing/debugging that it might be easier to stick in it a sig, but then I fear it’d start looking like an overclockers forum/penis-measuring-contest with single line posts and 12 line system specs in sigs…
That sprite is a bit higher quality than the normal rpgmaker 2000 sprite… What are you planning for this project?
Edit:
[quote] Was gonna go for a NWN meets crap graphics sorta thing. Limited multiplayer adventuring hopefully on a budget.
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I wouldn’t say crap gfx, I’d say old-skool, retro gfx + gameplay. But I think thats an awesome idea, in fact I’ve been toying with the same concept myself.
To make the project realistic I was considering limiting the number of players to less than 100 (or fewer). It would be great for a ‘lobby’ type thing for a game programming community…
Actually, the sprite is the exact one I pulled off a RPG Maker 2000 sheet. I just scaled it by 1.5 and smoothed it (all at startup). It makes it look cooler I think.
Yeah, I was probably being deliberately trite about the crap graphics.
NWN style would make the suggested players< 16 really. You’re a party working together to solve a quest.
However, I suppose that doesn’t rule out a lobby area where you can meet other people and choose quests. Still, very early days, just going to get something up and running then make some decisions.
Yeah, this is “feature” of gage timer. Its honestly a good thing. The game will yield() processing time to any other app that tries to get it… otherwise it runs flat out.
As you can obviously tell, I haven’t limited frame rate yet