Bloodridge

No AWT is not terribly slow under Linux, that’s wrong. I use Sun’s JVM and I have no problem. It might come from your JVM.

I was not talking about the entire AWT, just a certain method.

Quite playable on my computer.
I have 20+ fps on low resolution mode(518 x 388), and 8 ~14 fps on high resolution mode(1036 x 776).

I am running bloodridge on an old celeron 1.5Ghz laptop, with java 1.6 installed.

(by the way my screen resolution is 1280 x 800)

Which method??

EgonOlsen, have you tried the 3DzzD engine? They managed to blur the textures when the polygons are very close to the view point.
I noticed that in bloodridge, although the renderer attempts to smooth the texutre, they still look quite pixelated. Does jpct provide
any functionality that truely smooth the texutre like what opengl does?

No, the software renderer does Unreal-engine-style-dithering, no real filtering. You can combine that with anti-aliasing and it looks similar to real bilinear filtering, but that will of course cost performance due to the AA-overhead.

That is a good question; once I noticed I removed any trace of it. It might have been a particular active rendering method, but I really can’t remember - plus I didn’t use my normal user name on irc so I can’t search the logs for it. But awt can eat away time with graphics, just look at using BufferedImage.setPixels, or whatever method it is.

I know that the class called “PixelGrabber” has a method called “grabPixels” which is very slow. The drawing methods is the class called “Graphics” are slow too. AWT is faster than Swing but more limited. Don’t forget that AWT operates now with Java2D and JOGL, then it is not so slow and it is not slower under Linux than under Windows.

No changes to screen size, and as I said it nowhere near fills the screen.

I’m completely nonplussed! Here is the javascript on the intro page;

<SCRIPT LANGUAGE="JavaScript">
function fullScreen(theURL) {window.open(theURL, 'Bloodridge', 'titlebar=yes, status=0, scrollbars=auto');}
</script>

and here’s the link;

click <a href="bloodridge.html" onClick="fullScreen('game.html');"><u>here</u></a> 

and here’s game.html;

<html>
<head>
<title>Bloodridge</title>
<SCRIPT LANGUAGE="JavaScript">
function maximizeWindow() {
 if (parseInt(navigator.appVersion)>3) {
  if (navigator.appName=="Netscape") {
   if (top.screenX>0 || top.screenY>0) top.moveTo(0,0);
   if (top.outerWidth < screen.availWidth)
      top.outerWidth=screen.availWidth;
   if (top.outerHeight < screen.availHeight) 
      top.outerHeight=screen.availHeight;
  }
  else {
   top.moveTo(-4,-4);
   top.resizeTo(screen.availWidth+8,screen.availHeight+8);
  }
 }
}
</script>
</head>
<body leftmargin=0 rightmargin=0 topmargin=0 bottommargin=0 scroll=no onLoad="maximizeWindow();">
<applet
    code=LoaderApplet.class
    name=LoaderApplet
    width=100%
    height=100%
>
</applet>
</body>
</html>

All bog standard, but this doesn’t give you a fullscreen window? What OS/browser are you using?
And you say 3-6fps? I’m really puzzled - I wrote the game with the idea that it would work anywhere - why not on your (really good) system?

What’s your drawing method, could a few calls in your approach be acting as a bottleneck maybe?

You’re discovering that using software rendering doesn’t solve all your problems; whatever you choose, software or hardware rendering, you’re not protected from bugs :wink:

I’m sure there’s no bottlenecks - What’s really puzzling me is why the window isn’t fullscreen - I’m not convinced this is a rendering problem, more of a browser related issue is my guess…

Hmm, well if you can be sure that the same code is being executed on all computers then couldn’t the only place you can expect to be causing such dramatic slowdown be in some API call? At least with such a high slowdown factor, I mean my machine doesn’t even come close to that one and it’s pushing 20fps on both low and high quality, in fact there was pretty much no difference in performance between the two!

Well I’m sure it shouldn’t take too long to get to the bottom of this, it’ll probably be something you laugh about in the future :slight_smile:

The game is pegged to 20fps max. My guess is that because the window isn’t fullscreen and the screen is so large, the clipping required in the blit stage is slowing everything down… I’d love to know what browser/OS blahblahblah is using!

I spoke about the fullscreen mode with Kenneth Russell. It doesn’t hugely improve performance. Don’t expect to have a noticeable increase of the FPS if you succeed. The problem with software rendering is that the amount of computation increases more than proportionally with the number of pixels to handle. I’m surprised that someone gets the same performance both on low and high quality.

Your game is still so pleasant! so fun! But there is a problem. When I used the multiplayer arenas, sometimes the humans “merge”, two humans make together as one, they are so close that they go through one another ???

Thanks to a local development grant Bloodridge has got some funding - not much, only £1000 ($2000) - but it’s something! The question is; ‘How do I spend the money?’
The options are: better artwork, implementing multiplayer or improving AI/gameplay.

Any suggestions?

Also Vers. 0.0.14 posted;

  • Attempt made at Flash-style loading screen.
  • Annoying ‘click once, fire twice’ bug fixed.
  • Grenades (Cauldron) can now be lobbed over walls &c.

I think that adding MP will add the most value to this kind of game.

Excellent; well the best thing to do is not to just spend it but to store it for the project’s use. When you have a time where you definitely need it for the project then use it, for now just keep it in the project’s account.