Lonely miner[Ludum dare]

My ludum dare 48 entry.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8170

http://dl.dropbox.com/u/10960490/good1.png

Android version need more work. Performance need to be doubled at least.

I will tell more when I have slept couple days.

Exception in thread “LWJGL Application” java.lang.NullPointerException
at com.badlogic.gdx.graphics.glutils.ShaderProgram.loadShader(ShaderProgram.java:188)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.compileShaders(ShaderProgram.java:165)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.(ShaderProgram.java:152)
at kallen.Shaders.createShader(Shaders.java:52)
at kallen.Fluids.create(Fluids.java:173)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:143)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:130)

Occurs after loading and extracting, before anything else happens.

I’m on WindowsXP, using Mozilla Firefox

It works fine for me. Maybe your system doesn’t support shaders.

How do you play/What do you do? I just put bombs everywhere and waited for that hole in the ground to fill up with waste. Now what? :S

What is required for shaders?

I made it to work with gles 2.0. Don’t know how that will mirror to desktop side. I used FBO and custom alpha test shader + alpha eraser. Becouse gles 1.1 do not support FBO:s without extensions the fbo helper class do not support them without 2.0.

Quick fix would be using screenutils screenshot as FBO. Little hacky, ugly and slow but least it should work. Alpha test (if >0.25 then 0.4)should be doable with clever fixed pipeline usage and eraser would be just one big black quad with transparency.

Ra4king: there are doors at bottom. Dig to there.

This is interesting. I got the same bug reported for my libgdx game using es 2.0 - I wonder if this is a libgdx problem or a hardware issue?

What’s your gpu philfrei?

Bach

GPU? I’ve never been asked that before.

Would that be the “NVIDIA GeForce FX 5200”? (Display Adapter)

I suspect I’m about to be told my graphics processor is hopelessly out of date.

Your GPU is hopelessly out of date (April 2003) ;D

Still my fault for not supporting it better.

I’d like to get to the bottom of this … Hmm. Any ideas how to solve this issue pitbuller?

:slight_smile:
Bach

Back to fixed pipeline? I would want to see how you could do your shader with 1.1 :slight_smile:

Nice game. About performance… it lags a bit when the fluid splashing around.

After about 5 minutes it started lagging so badly that it became unplayable (it slowly built up the lag). I also seem to not be able to loose life no matter how much I try.

Mike

Performance tuning with fluid physic was kinda pretty hasty. I end up capping the water parciles to 1000 and that is too much sometimes. For some reason I forget to multiple damage from fluid with delta time so its get easier when fps go down. But I have made some improvement and it currently work OK’ish even with android. I also have made progress with soften the lights effects.

http://www.ludumdare.com/compo/2011/12/28/how-to-make-water-simulation-in-couple-hours/

Little tutorial how to make water sim.

http://www.ludumdare.com/compo/2011/12/28/how-to-make-water-simulation-in-couple-hours/
Accidentally posted wrong link.

You can request a 2.0 context and then check if it’s available (Gdx.graphics.forgotTheNameOfTheMethod :D). If the system the app runs on doesn’t support GLES 2.0, ask for a driver update or fall back to a fixed function renderer.

The GeForce FX 5200 supports OpenGL 1.5 where shader’s were only exposed through extensions. We could map GLES 2.0 to that if shader extensions are available. I’d rather not though :slight_smile:

Thanks. My first gles2.0 and ludum dare game. That was bit risky aproach.
Still I should have remember to use.

Gdx.graphics.isGL20Available()