Project NAH - A sandbox survival platformer.

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Project NAH Rewrite
(thumbnail)

http://puu.sh/d9mmo/c34b31fe16.png

Project NAH is being rewritten with LibGDX. It will now be able to fulfill its dream at being a scary, tedious yet fun pixely sandbox exploring game. At the moment I am in the process of rewriting the features in the old version, then I will get back on track.

Some notable features in the rewrite so far:


CAVES


Cave systems using the power of simplex noise to make traversable, extended, multi cavern networks that typically span for tens of thousands of blocks in any direction.

http://puu.sh/d9nmT/e79bde0b68.png


BITWISE TILEMAPPING


I think it looks nice :)

http://puu.sh/d9nwa/865a82f1c7.png


INFINITE WORLDS


World starts breaking roughly at ~5 million *oh no*.

_ZqTIz0DOhw


LIGHTING


Uses box2dlights, looks lovely and adds an amazing atmosphere.

http://puu.sh/d5khf/f62011dfd4.png

“This will not be Terraria clone”
If you would make good terraria clone you would be awesome.

the topic is empty… :-\ … what is this?

You do realize LibGDX is doing more in the background then your library, that’s why its “slower”? Its more powerful, of course its going to be a little slower.

If your engine is featureless the programmer will not want to use it, thus the player will never experience games made by your so-called amazingly smooth engine. You think a programmer will want a simple library that can only handle a few lightweight tasks? Hell no. Most programmers want a library that does all the heavy lifting for them, IE a heavy weight engine that will therefore run slower than yours.

Let him do what he wants with his engine. I believe it’s a phase virtually every programmer goes though, you know, the Not Invented Here phase.

He’ll soon (relative to the death of the universe) realize what he’s doing.

I have no issues with his engine or anything. My issue is when people complain about others’ work without understanding how it actually works. Of course LibGDX is slower. Saying your engine is better because it is faster (thus insulting someone else’s work) is, at least in my book, ignorance and it is very annoying.

I agree with that, really a public benchmark should be provided with any claims of being ‘better’ than something else. It’s quite possible SwordsMiner used a non-optimal method in whatever he is basing his libGDX performance baseline on. A benchmark and results would also tell as to just how much of an improvement there actually is. (it could be negligible)

libGDX “gets the job done” much faster (and likely more thoroughly) than rolling your own solution, in terms of development time in the vast majority of cases, and is plenty fast for practical applications. That said, the NIH principle facilitates learning many underlying concepts through experience, so carry on. Just realize that that is it’s benefit, not the ones you are specifying.

NIH has it’s place. You can’t become a better programmer if you don’t understand how things work. And you can’t understand how things work unless you implement them.

@OP: That said, I very much doubt presenting SAGL as an alternative LibGDX is going to work very well. If anything, you’re just fooling yourself.

If you want use your own library/engine, fine. But don’t go constantly promoting it if it has no value. Chances are you will be the only one using it even if it did have something useful.

The game resizes nicely when I resize the window. Its quite slow ~15fps. When I click the X to close the window it kinda stalls and does nothing.

how many tiles are you drawing? (if i fly up so no tiles are drawn it goes to 60 fps). my game can easily run 60 fps drawing over 1000 tiles per frame.

after i click close, it takes 22 seconds to close.

Better work on the game instead of posting ‘demo’ which doesn’t contain anything…

Need to enable vsync… Need to make proper physics… It seems like everything is linear…

The maps are not the same. :-\

Initially, the maps are not the same. But later on he loads the map that he saved from the first game :point:

That’s an interesting concept you’ve got there.

It’s an interesting concept, but I do feel like the splash screen is there for a tiny bit too long, which I guess isn’t an issue if you’re doing some valuable things in that time (loading resources, the level, player data files, etc).

  • Jev

Both of those names sound great to me : )

If this simple 2d game is not capable of 60 fps, you must be doing something awfully wrong…

That’s what I thought, should easily be capable of >1000, even on fairly poor hardware.

I looked at the source briefly, Swords, why are you going glBegin and glEnd for every quad? Also, many of the calls in GDisplay.render() don’t need to be (shouldn’t) called every frame.

Calling a glBegin pair for every quad will slow down your game tremendously. That’s not an optimization, its use g OpenGL wisely and understanding how the library you are using works.