Thanks a lot. Unfortunately I did just 2 POKES and 3 PEEKS on the C64, started some kind of BASIC on the Amiga and admired all those cool 16 years old whose demos I collected.
[quote]Wouldn’t it be actually faster if you’d download all images prerendered? This rendering takes like forever!
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Yes, it takes very long, but only once, the second time everything will load in 2 seconds from disk. I decided not to prerender because of flexibility reasons (lighting, resolution, different textures/random seeds of models per level etc.) . In fact there are all animations prerendered which theoretically could appear in a level, like 50 rendered and only 20 used. I planned to render new animations between the frames while the game is running, that actually works even on a single core. That way I planned very long levels with dynamically rendered objects fitting to the level theme/background style, one of the reasons everything grew over my head (and the world was not ready for it yet [joke]). I wanted to make a second version with prerendered, high quality animations (including dirt/rust/lichen on the textures, my diploma thesis was about that stuff) and sell that one.
[quote]It looks totally awesome though! Unbelievable that it’s pure software rendering, everything is really smooth. :o
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Thanks. I remember me saying in a post “once there will be enough processing power to handle this”, now, 4 years later its about time :), even in 1024x768 on my new computer, instead of 640x480.
I did get a number of exceptions though. I don’t know if that’s normal because otherwise it seemed to work just fine?
[quote]Every now an then I got some hiccups in the framerate, maybe it’s related to these exceptions?
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I guess the last version I compiled was a debug version, thats the reason there is so much output. Maybe the errors could be level-file interpreting errors. It’s over one year since I put my hands on the source code…
[quote]Anyway, I look forward to seeing this progress!
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Glad to hear that! I started thinking in the opposite direction: getting things done (say 20 stupid little games) instead of this game. When I have 40 stupid games I will turn back and finish this one.
Yes, but 4 years back I was so intelligent to do static calls like FX.setColor(…) to prevent multithreaded rendering. Maybe I will change that soon.
Sorry for all the messing up/errors/fullscreen bugs. When I have the time (I need money! Any sponsors here? ;)) I will upload a working level compiled with my current, better codebase. Let’s inlude it in the JDK (only 350KB 200packed!) and I am happy! ;D
Fullscreen mode can be changed with F11, maybe that could make it run for others (press it in the hello pilot screen).