I’m sure you’ve heard the term vbo.
I can play League of legends on 60+ fps, and your game runes on 20 fps when all the screen is filled with tiles. It is pretty funny to me… How can it be so slow. You could just slap VBO in there for whole level, and update it once the players breaks/places the block. Its not like its difficult to do for a game small as this…
…You could run League of Legends on a toaster.
Have you seen the acutal specs?
I get about 20FPS when the screen is half full of blocks. Ouch. I’m not running a ancient system haha.
If you need any other help I may be able to do some stuff for you in my spare time… just let me know. Also, I can’t launch it under OS X.
Oh man, guns. You just reminded me of how much fun I was having trying to implement projectiles into Element X (except I focused a lot more on onion grenades/explosives instead of bullets).
Do you have any plans to make this networked? For me that was one of the major areas of focus from the very beginning and it worked to an extent - the whole game ran on an internal server. Actually, what plans do you have for it in general?
Hmm its really sad that when you talk about performance for such simple game, and yet you cannot get 60 fps… I cloned the project on my PC, why doesn’t eclipse detect it as a project when I try to import it?
There is no included project file.
From .gitignore:
/bin
/log
/saves
.settings
.project
- Jev
Hmm I really wanted to help dem.
Its mostly because he uses immediate mode and glBegin and end pairs like crazy. Swords, seriously calling glBegin and end that much is going to affect your performance like crazy. I’ve already told you before, you need to only call it a few times and try to put all your glVertex or glColor or whatever calls in between them.
It doesn’t matter if he uses those pairs like crazy. He should get rid of immediate rendering for static terrain all together. It is VERY VERY easy to render static terrain with VBO…
Well yes, it would be very beneficial but its up to him…
I thought glBegin and end pairs were expensive calls though…? I used to “abuse” those functions and I definitely noticed the framerate drop.
I remember one time I had the Wilderness To Home rendered each quad with a pair of those. The framerate was 1500. Then, I thought I would try removing those. The frame rate increase by 25 fps or something… (1525) it isn’t such a big deal.
Ah ok, thanks for clearing that up… Must have been something else in my code.
But seriously OP, you should consider using a more “modern” rendering technique. At least try display lists, they are ridiculously easy to set up and it will increase your performance dramatically as you aren’t sending each set of vertices to the card. I can’t stress how much you should use them if you’re not going to “upgrade” to a buffer object.
Wow, those caves are looking pretty good. One thing I suggest is having a solid barrier at the bottom of the world (yes, I know, bedrock, but it’s a good idea) and some kind of transition so that it doesn’t look like the world ends so suddenly at the bottom, because you have your background blocks prior to that and then it’s just your background colour.
Perhaps simply have the camera stop following the player once they reach an edge. Really nice project, by the way! One thing though, falling and jumping look very linear. I would suggest adding acceleration so the player jumps following a smooth parabola and gains velocity while falling down.
I’ve been following your progress, and I think it’s looking pretty great.
With the ideas that have for this, you can definitely make this into the type of goal you’re going for.
I haven’t experienced any sort of lag (pretty stable 65 FPS/FPS cap), even when
lower in the map. Hopefully this progresses well
I really hope you don’t plan on keeping all those sounds…
Also, you need variation in your terrain. The caves are cool, but it needs hills or some type of non-subterranean features.
Download? I really want to play this game. It looks nice ;D