FPS Engine

I have reloaded TestFPS.
Then after unpacking I renamed res/textures/skybox.PNG to res/textures/skybox.png because of error.
Then game blackscreen stays longer, but…

~/Downloads/TestFPS: java -jar ./client.jar 
.......................................
... Initializing Rendering Pipeline ...
.......................................
.......... Creating Shaders ...........
......... Setting Up Camera ...........
..... Setting Up Lighting Engine ......
Error occured: An OpenGL error was already present when the new LightingEngine object was created.: Invalid enum
Detected Intel card.
Vendor: intel open source technology center
Renderer: mesa dri intel(r) haswell mobile 
ARB_base_instance supported, using for decal rendering.
....... Initializing resources ........
........ Setting up Game Logic ........
OpenAL initialized.
WARNING: class java.io.IOException when attempting to read image: res/models/barrel/RedBarrel_D.png
Done!

ASSERT: Scalar FS validation failed!
load_payload(8) vgrf13:UD, (null):UD(null):UD(null):UD, vgrf5:F 
../../../../../../../src/mesa/drivers/dri/i965/brw_fs_validate.cpp:53: inst->src[i].reg_offset + inst->regs_read(i) <= (int)alloc.sizes[inst->src[i].nr]
Aborted

Also two files were created:
RenderSettings.cfg
(

r_supersampling 1.0
r_shadowresolution 512
r_shadowfiltering 1
r_shadowfilterradius 1
r_width 1280
r_height 720
r_fullscreen 0
post_ssao 0
post_ssaoresmult 1
post_bloom 1
post_fxaa 0

)
and font.png.

Thus, noticeable progress :slight_smile: anyway.

UPDATED:
I resaved res/models/barrel/RedBarrel_D.jpg as res/models/barrel/RedBarrel_D.png

and still have:


 java -jar ./client.jar 
.......................................
... Initializing Rendering Pipeline ...
.......................................
.......... Creating Shaders ...........
......... Setting Up Camera ...........
..... Setting Up Lighting Engine ......
Error occured: An OpenGL error was already present when the new LightingEngine object was created.: Invalid enum
Detected Intel card.
Vendor: intel open source technology center
Renderer: mesa dri intel(r) haswell mobile 
ARB_base_instance supported, using for decal rendering.
....... Initializing resources ........
........ Setting up Game Logic ........
OpenAL initialized.
Done!

ASSERT: Scalar FS validation failed!
load_payload(8) vgrf13:UD, (null):UD(null):UD(null):UD, vgrf5:F 
../../../../../../../src/mesa/drivers/dri/i965/brw_fs_validate.cpp:53: inst->src[i].reg_offset + inst->regs_read(i) <= (int)alloc.sizes[inst->src[i].nr]
Aborted

Cool demo.

Though I have a few bitchy complaints. Being a CS player (1.5k hours) the sensitivity feels way to high and having no spray pattern feels awkward. The first time I started spraying, I started to correct for UMP spray pattern until I realized that there is no spray pattern. I guess that’s a compliment to how good the gun model looks.

What is that? It’s not java…
Is the JVM crashing?

If so, the only other thing I can suggest right now is to update your graphics drivers.
I will try to install a virtual linux onto my machine to test this!

Don’t worry I completely feel you :slight_smile:
I’m a cs player as well, been playing for years. The sensitivity is high just for testing. With my cs sensitivity, I have to move my mouse across the width of my mousepad twice for a full 360 degree turn :stuck_out_tongue:

When I make this into a game, you wont be left out ^^

Ok I’ll play around this issue,

BTW I am using openJDK:

java -version
openjdk version "1.8.0_91"
OpenJDK Runtime Environment (build 1.8.0_91-8u91-b14-2-b14)
OpenJDK 64-Bit Server VM (build 25.91-b14, mixed mode)
System:   Kernel: 4.4.0-towo.1-siduction-amd64 x86_64 (64 bit) Desktop: pekwm 0.1.17
           Distro: siduction 15.1.0 Paint It Black - lxde - (201601171107)
Machine:   Mobo: navigator model: X500H Bios: American Megatrends v: 4.6.5 date: 09/30/2013
CPU:       Dual core Intel Core i5-4200U (-HT-MCP-) speed/max: 1599/2600 MHz
Graphics:  Card: Intel Haswell-ULT Integrated Graphics Controller
           Display Server: X.Org 1.18.3 drivers: intel (unloaded: fbdev,vesa) Resolution: 1366x768@60.00hz
           GLX Renderer: Mesa DRI Intel Haswell Mobile GLX Version: 3.0 Mesa 11.1.3

But some other java apps and games works well

UPDATE:

In Ubuntu 14.04(with Oracle Jdk/Jre) it works! But unplayable because of need more resources, so strong jerks. Image while moving “rides”, not smooth so hard to choose direction and focusing eyes. Other things are pleasant.

Personally for me unusually(hard to get used) after UrbanTerror (I am not CS player) - mine model can not be repelled(can’t puh off, jump back) from the walls. And while firing bullets accuracy is not reducing.

Another small update :slight_smile:

I wrote a point tracking system for my animation importer, so I can place a point on a model via model-space, weld it to any bone, and have it follow animations.

I used it to create a muzzle flash for the gun when you shoot ^^

FYI: On Oracle JRE/JDK (not openJDK) in Debian sid game not starting too. So seems installed mesa drivers really are not suitable…

Same error as before?

Also, another small update! :slight_smile:
I used the point-tracking system I wrote and created a point in the iron sights of the gun, and now you can aim down sights using Mouse 2 ^^

In addition, I rewrote how the acceleration of the player works. I went for a similar approach to quake, so you can now bunny hop.

Yes, the same error. It would be interesting for me to run another java opengl 3D game (if found) or application just for checking. This actively maintained project also interesting for me, as I looking for Java alternative of UrbanTerror shooter

Got another one:

[...]
GL Debug: 33350 33356 2340 37190 glDrawArraysInstanced parameter <primcount> has
 an invalid value '0': must be greater than or equal to 1 (GL_INVALID_VALUE)
Error occured: An OpenGL error was already present BEFORE endTransparencyPass()
was called.: Invalid value
GL Debug: 33350 33356 2340 37190 glDrawArraysInstanced parameter <primcount> has
 an invalid value '0': must be greater than or equal to 1 (GL_INVALID_VALUE)
Error occured: An OpenGL error was already present BEFORE endTransparencyPass()
was called.: Invalid value
GL Debug: 33350 33356 2340 37190 glDrawArraysInstanced parameter <primcount> has
 an invalid value '0': must be greater than or equal to 1 (GL_INVALID_VALUE)
Error occured: An OpenGL error was already present BEFORE endTransparencyPass()
was called.: Invalid value
]quit
AL lib: (EE) alc_cleanup: 1 device not closed

It was spamming the console with this; the game ran, but only at 20fps and 200tps.
Hardware: AMD A4-3305M APU, HD 7450M + HD 6480G, 4Gb Ram

Oops! I left the error callback in again! :stuck_out_tongue:

The particle system attempts to draw even when there are no particles, hence the error that the callback spits out :stuck_out_tongue:

It isn’t damaging, but it is improper. Not to mention printing out that much data into the console is probably bringing your FPS down :point:

I will fix this for the next release :slight_smile:

Hi,
I downloaded this and had a go at it, and I have to say it is very impressive. ;D ;D
The graphics are very polished for a libGDX game (this is libGDX right?) and the physics are very realistic. I got a solid 144 fps and 200 tps.

My main question is, since this is a ‘FPS engine’, is this open source? Is there any documentation? I would be very interested in exploring the code and helping document it, if possible.
I think that this has a lot of potential for example, a web-based fps or something like that.

Thanks for trying it! :slight_smile:
It’s just plain lwjgl

Perhaps when the engine is complete

If engine (or even part) will be opensourced - this job would be hard to overestimate.
I foresee the broad support with new people involved, and as a consequence modifications, integrations, maps and so…

Looks very nice! Keep up the good work. Of course, it ran at 20 FPS on my Intel HD graphics, but no fragmentation/graphical glitches. At first I thought there were no lighting shaders since there was no gradient light going on, but I found some ;D

20 fps? Ouch! :stuck_out_tongue:
Was it an Intel HD 4000?

I’m not sure what changed since the last time I tried it, but firing the engine up now yields about 7fps on the default settings with my GTX 960 under Windows. I don’t know why, though.

Also 960 graphics card but still 144 fps / 200 tps

[quote]Was it an Intel HD 4000?
[/quote]
Yup… on my i7-3537U, 8GB DDR3 laptop
(Samsung ATIV Book 4, poor thing has had so much work done on him, I’ve replaced his hard drive and various other parts and installed Windows so much and so many different distros of Linux ;D)

I was here a while ago, with Intel HD graphics. I have recently aquired a GTX 550 ti. I thought you should know, I get 45-ish FPS. Also, the other one toggles between 45-200 and the physics are very jerky.

The GPU is willing! But the CPU is weak, and battered ;(