I downloaded it to see if it was fixed under linux. I saw Jeff’s comment so I didn’t bother posting a ‘me too’
Endolf
I downloaded it to see if it was fixed under linux. I saw Jeff’s comment so I didn’t bother posting a ‘me too’
Endolf
Sorry about the Linux. I am still using the NativeFMOD api and it seems to have problems loading the .so for Linux. I definetly want to release for Linux but it may mean ripping out that API and going using LWJGL’s FMOD.
FPS: around 100-200
Renderer: around 90
CPU: around 6
It took me 7 or 8 tries to complete the first level. At first I was not sure if I was doing the right thing and found the game frustrating. I did not notice the progress bar at the lower right and had no idee if I was doing any progress at all.
I managed to get to the second level and then died. When I started a new game It started on the second level. Since it is a highscore game I expected it to start on the first level, or the scores would be unfair.
I created a new name and started a new game. The game crashed a few seconds after the first level was shown. No errors in the error.log.
Thanks for testing. Those are pretty good numbers, thanks for reporting them. What kind of hardware?
Ya, It’s a little confusing without the tutorial.
You continue from the second level with that profile, but your score is reset to 0. That’s the difference between player profiles and a save game. To get a new high score you would have to continue from there and best the list.
Hmm…that’s not good. Did it give you a message box before it died? It might have written a PID file log, but I don’t know where that would go for a webstart app.
AMD 1800, ATI 9500 Pro
I’m using Java1.5 and I’ve got logging enabled in the java console. But it no longer say where the log is written : I used to in 1.4.
I turned off v-sync on my PC and the FPS went up to between 66 and 75, typically around 72 (playing level 4)… that would explain the 35fps with v-sync on… it is just shy of hitting the 70-72 Hz refresh rate.
CPU went up to 12 or so with v-sync off.
That’s interesting. Perhaps I should disable vsync by default. Not sure, it feels nicer with it on…if you are hitting the refresh rate that is.
swpalmer - Were you running at 1024x768? If so, can you try playing it at 800x600 with vsync on? By your stats, you are fill rate limited, so that might improve it enough for you to make the 72hz. If it’s still missing that rate, could you try setting the refresh rate to 60hz? If that’s good, maybe try setting it to 60hz at 1024x768
I got past the first 3 levels without dieing then i couldnt do the really hard last level (that level is frustating because you can only get close enough to the balls in two places for a short amount of time. It is still good tho
i found that this game looks and plays best at 1024*768 (anything lower and its gets hard to hit farawy balls), could that be a problem for an indie game?
good to see its getting more content.
yes
[quote]If so, can you try playing it at 800x600 with vsync on? By your stats, you are fill rate limited, so that might improve it enough for you to make the 72hz.
[/quote]
800x600 does indeed work at 72Hz… though just moving the mouse over the menu items on the main screen causes the rate to skip so it drops to 36Hz
It’s a bugger
Good feedback.
Were you running in a window?
800x600 does indeed work at 72Hz… though just moving the mouse over the menu items on the main screen causes the rate to skip so it drops to 36Hz
[/quote]
Well, that’s no biggy, no one will see their FPS in the final version - a little slowdown while moving over the menu won’t hurt anyone
I must say though, I am dissapointed with some of the FPS reports I have been getting from you guys. My computer is nothing special and even windowed I am always over 80 FPS, full screen is always between 100-150 FPS. Also, I only have a 4x AGP.
Are you guys using PCI cards? Maybe it’s just a bus transfer problem? I am wondering if I add an option to downsize the textures by 2 will it improve things for you. Perhaps it’s just to much going over the bus for PCI cards?
Good news, I found another fillrate bottleneck and eliminated it. It gives a 15-20% improvement in FPS. This will be in the next version uploaded.
Benchmark on Geforce 5700:
Before fix: 102 FPS
After fix: 124 FPS
Before fix: 123 FPS
After fix: 154 FPS
Before fix: 83 FPS
After fix: 97 FPS
Before fix: 102 FPS
After fix: 124 FPS
Well, that’s no biggy, no one will see their FPS in the final version - a little slowdown while moving over the menu won’t hurt anyone
It was a bit distracting, since the background that is slowly rotating stuttered while mousing over the menu items… but, yeah, not really a big deal.
- You didn’t like any of the music? Hmm… well, most feedback on the music has been good, and I can’t personally do much better so it’ll have to do.
well i guess i cant really expect it to be upto nintendo standards.
- Loading times can’t be improved to much, compare how fast my levels load compared to Q3 or something like that, it’s actually loading very fast.
How about using a binary format rather than obj files, q3 loads much faster.
Were you running in a window?
nope, also what i meant ws that the textures on the menu and fonts look much nicer at 1024*768 than at lower resolutions.
New Version 0.5 - December 29th, 2005
FPS is shown, along with what percentage of time the renderer and CPU are using per frame. This should be useful for diagnosing performance problems. On my AMD 2600 it’s pretty damn obvious by those numbers that Java is more then capable for video games - CPU usage is typically 5-15% of the actual time it takes to render a frame.
Still takes about twice as much memory as a C/C++ game tho.
I tried to change the resolution to 1280x1024 and now i get this error every time i start the game:
java.lang.NullPointerException
at org.lwjgl.opengl.GL11.glGetString(GL11.java:1404)
at com.vorax.Renderer.init(Renderer.java:357)
at com.vorax.VoraxEngine.initialize(VoraxEngine.java:535)
at com.vorax.VoraxEngine.engineLoop(VoraxEngine.java:1228)
at Kumari.main(Kumari.java:136)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.sun.javaws.Launcher.executeApplication(Unknown Source)
at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
at com.sun.javaws.Launcher.continueLaunch(Unknown Source)
at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
at com.sun.javaws.Launcher.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
There is a file called config.ser located in a kumari directory under your user home diretory, usually: C:\Documents and Settings[i][/i]\kumari
Delete the config.ser in there and it will go back to defaults.
I just played a bit and I have to say: awesome! It keep the shortcut on my desktop.
here my stats:
FPS: 59
Rendering: 97
CPU: 3
on a P4 3GHz, 1GB RAM (notebook)
GeForce 5600Go on WinXP
The GUI looks terrific too. Can you outline how you did it?
Johannes
I tried at and got a steady 14fps in gameplay and in the menu, and every time I moved my mouse to a different element in the main menu, the camera rotation would stutter. The game was awfully hard to play given the framerate and I couldn’t get many of the marbles to go where I wanted them to.
My graphics card isn’t great, actually I don’t even think it’s a card, just Intel integrated crap, but it can run World of Warcraft at the same resolution and decent settings and get the same framerate, and your game isn’t showing nearly as much as I’m used to seeing in that game.