Envel Graphics Engine II Demo

LINK IS HERE

http://www.mediafire.com/download/ycavjz02ywpv8la/game_demo_obfs.jar

Here is a demo of progress on the newest iteration of my graphics engine, Envel II.

Features that I’m proud of:
Specular bump mapping
Terrain collision
Collision with walls and trees
Jumping
Map sector loading (not dynamic yet)

Oops, forgot controls…

WSAD - movement
Arrow keys - move camera

RYTGFH - move the light source (sun) to show off the dynamic lighting

The engine is running at a nice and steady 8fps ;D
Is it faster on your machine?

Nicely done! Runs at 20 - 30 FPS when looking at a lot of stone for me… When looking a bit in the sky it runs at 60 FPS.

Runs @ ~ 20 fps on my Core i7 @ 4Ghz. My first contact with a tree ended with me being stuck in it… :wink:

@ VaTTeRGeR : Oh boy I tried optimizing as much as I could… It runs at around 20 fps on my machine.

@ Kefwar : Yes, the skybox is rendered in a separate, much faster, method since the skybox is not shaded at all. The updates per second are independent from fps so even if you look at the sky and move, you will move at the same speed.

@ EgonOlsen : Was that contact made by landing on it after the starting fall? If you land on an object from above, you get stuck in its collision bound :stuck_out_tongue:

No, I just walked into it and got stuck.

This game is pretty good. It runs pretty slow, but is pretty good anyways. It’s like a really really (really) old version of Minecraft, but with cones and bumpy terrain

No, I just walked into it and got stuck.
Oh okay

@ DarkCart : yeah fps is really crap but it isn’t like the game doesn’t run smoothly.

Well done! Any reason why you have not used e.g. bitbucket to host your download instead of mediafire? I’m never sure where the adverts stop and the real downloads begin on those “download” sites. :slight_smile:

For example, this is the download page for my benchmark, I just think this is a lot cleaner and more user-friendly:

https://bitbucket.org/aclarke/headline-distribution/downloads

Regarding the FPS issues: do you render to the screen resolution? You might get more usable performance rendering to 640p or 720p regardless of screen resolution…

I don’t know, tradition I guess… I’ve always used mediafire haha.

as for your suggestion for Fps issues, I do not understand what that means.
What does rendering to the screen resolution mean? (I’m assuming it means that every pixel in the frame is calculated)
And what does 640p mean? 640x480?

Sorry, yes I guess I should have written 480p. It’s just shorthand for the number of lines in the screen - 480, 720, 1080, 1200, 1440 etc. If you are calculating every pixel in everyones monitors, then different people are solving completely different problems and so are reporting wildly different FPS. So you should render to a lower fixed resolution and then scale it to everyone’s monitors.

Okay thank you for explaining, I understand now. However, wouldn’t drawing to a lower resolution not only look pixelated but it would also result in slower frame creation rate since scaling an image requires a good amount of multiplication and loops?

I get about 20 FPS on this.

Nice job so far :slight_smile:

@ orange451
Thank you!

I’m probably going to use this engine to write a low-res rpg :stuck_out_tongue:

It’s actually pretty amazing for a new project!

Why do these images remind me of a early runescape xD

Maybe because I love runescape classic haha