ArenaWars - It's a game!

Texture size: 446x222x32
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
	at org.lwjgl.opengl.Util.checkGLError(Util.java:54)
	at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2928)
	at spel.Tools.loadTexture(Tools.java:63)
	at spel.Game.glInit(Game.java:1863)
	at spel.Game.initialize(Game.java:642)
	at spel.Game.execute(Game.java:162)
	at spel.Game.main(Game.java:2282)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
	at java.lang.reflect.Method.invoke(Method.java:597)
	at com.sun.javaws.Launcher.executeApplication(Launcher.java:1188)
	at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1134)
	at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:983)
	at com.sun.javaws.Launcher.run(Launcher.java:121)
	at java.lang.Thread.run(Thread.java:619)

This texture is a non power of 2 texture, my graphics card does not support it.

As I suspected. I know this were an issue on the old graphics cards. I’ll fix it very soon.

The debug version is now updated to texture dimensions the power of 2. A lot of the textures were already at this size. I simply forgot pre OpenGL 2.0 needed this.

The game is now supposed to be compatible with OpenGL 1.1.
Additional requirements:

  • ~ 80 MB of free RAM.
  • support for 1024x1024 textures

You should be using power of 2 anyway because it’s much faster than weird sizes.

The textures wich not were power of 2, were the ones used in the GUI, this will not affect the game performance. I know power of 2 simplifies texture mapping, and that’s why the OpenGL drivers only supported this kind of mapping for so many years.

I always create my own textures for terrain, models etc. at these sizes, but the graphical design of this game were mainly supplied by other members of the group, photoshop users.

Hi!

Thanks, now it works. However, I’m a bit disappointed, the frame rate is very low (between 8 and 22 FPS), the GUI is not responsive, I have to click 6 or 8 times on a button to use it, it is really annoying. I think that this problem of performance has nothing to do with the tools you use but rather with how you use them. Why is the frame rate so low only to display at most 20 sprites? As you estimate my graphics card is old, I will test on some more recent graphics card, I expect from having the same problems but they will be attenuated.

No OpenGL 1.1 graphics card support such texture size. But you have made an effort, it allows graphics cards under OpenGL 1.3 and sometimes OpenGL 1.2 to work fine with your game now. Why do you need 80 MB? Is it mainly for the sound effects?

I’ve monitored the memory usage running in Windows, it’s about 70 - 75 MB.

Like mentioned before, the codebase for this project is a mess. To click the buttons push the mouse button a bit longer than normal, this due to bad syncronizing. If you were able to try the old version of the game, you wold see the GUI har changed quite a lot, and is still under construction. I want to complete it before optimizing it.

The overall performance is ok on most computers I’ve tested it on, including low-end graphic cards. But some computers tend to hang in the menus, including my own laptop(wich got a GeForce 8700M GT), there is some kind of performance leak I need to fix. The rendering methods of this game is not optimized at all, unlike my other projects. I could probably use display lists and reduce the amount of state changes to improve performance. In addition, I suspect the “flame effect” in the intro is not properly cleaned up, partly due to the crappy garbage collector, and partly because I haven’t flushed the textures.

I’m currently working on different jobs, but check back in a few days, and it might be improved.

I figured out the vsync was the cause of the performance problems. It works fine on some computers, and terrible on others. I’ll let you know when the servers are updated with the new version, wich also has new features, including a new theme, new map objects, partly redesigned GUI and more.

The full version and the no audio version on the primary server(Europe) is now updated to the latest version.

New features including:

  • New theme: tundra.
  • GUI to choose theme.
  • Improved performance.
  • More terrain objects; trees, cactus.
  • Blood splashing.
  • Loads of bugfixes.
  • GUI enhancements.

http://arenawars.org/images/screenshot02.jpg

http://arenawars.org/images/screenshot03.jpg

Please let me know if you discover any issues.

Hi!

Sorry but it is still slow, I still have to use alt-tab when launching the game because the window stays in background (and is not visible) by default. I don’t have problems with the full-screen mode with other games including some games using LWJGL, it is a bug of your game.

Nice game!

I like the style of the graphics.