Shard Master 3D Demo

DEMO
http://www.mediafire.com/download/nleul28qgrjnnnd/ShardMasterDemo.jar.zip

Controls
W,S,A,D - Move player
Arrow Keys - Rotate camera (left/right, up/down)
T,G - Move camera up and down

This is the demo to my game Shard Master, there is no content as of yet, I need feedback on performance, both RAM and FPS and I also need your opinions on the graphics and feel of the game (movement, etc).
THANK YOU

This is the link to the main project thread.
http://www.java-gaming.org/topics/iconified/36226/view.html

It ran pretty smooth, really nicely done. I have ~120 FPS with ~45k memory.

120 FPS??!??! Sweet baby jesus what computer do you have?? I run at around 60 on a Macbook Pro Retina with 16gb RAM.
Also the 45k memory is not good at all, I run it at 17k. I’ve been told that the low res option uses more memory? I’m working on figuring out why.

But otherwise, thank you for the feedback!

CPU: Intel Core i7-4790k @ 4.0 GHz @ 4 cores (8 threads hyperthreading)
GPU: ASUS NVIDIA GTX 750 Ti 2 GB DDR5
RAM: Corsair 16GB (2 * 8GB)

Strange, I only manged about ~40FPS with 40k memory on both resolutions.

CPU: AMD 6300 (6 cores)
GPU: SapphireR9 280x OC
RAM: 8GB (2 * 4GB)

Ah I see, I have a Intel Core i7 @ 2.6 GHz @ 4 cores

High Quality : 80-90 fps,
Memory, is kinda weird : 19000k - 50000k
It tends to jump between those two numbers alot

Yeah I’ve worked on the memory management a bit now, there still room for improvement, thanks for the feedback!

High Quality:
80-90 FPS
Mem: 10k - 40k

Low Quality:
60-70 FPS
Mem: 10k-50k

High quality runs faster with less memory?
The movement of the character looks a little glitchy though :persecutioncomplex:

High Quality:
20-21 FPS
Mem: 14k - 18k

Low Quality:
20-21 FPS
Mem: 10k - 14k

20 fps OMg =)
Do you render on Cpu? don’t see any native lib in jar (

Up: find answer in main project thread - yes =)

Imho: nothing personal - i also doing software rendering - and it was fun.
but Fact:
in 1994 we have this

with 100 MHz Cpu and FPS 20-30

and now we have 4000 MHz * 4 cores – 120 fps =)

[spoiler]i think something wrong ^^[/spoiler]

High Quality: ~30-40 FPS, ~30-60 MB
Low Quality: ~35-45 FPS, ~30-60 MB

OS X 10.10.

Camera movement seems smooth, but when you pitch all the way up you can’t see the player (maybe that’s intentional). Player movement has some hitches - looks kind of like the common problem of updating the camera position before updating the camera target position. Diagonal motion sort of has a disorienting stair-step effect. Collision detection seems to be working though, and other than the aforementioned issues everything seems smooth.

High Quality (OSX 10.9.5 MBP):

And some weird bugs I found and was able to reproduce (walking outside the map and walking outside the green area, back in and back out):

Alright!!! Hell yeah! I’m getting good feedback!

To answer a few bugs:

NoxInc {

  1. “walking outside the map and walking outside the green area, back in and back out”
    —Answer : If you move the player, the player and camera move so that the player is back onto the map and then you begin moving again, it’s not like you are stuck outside of the map. I haven’t been able to pinpoint the exact reason why that is occurring, however I think it’s the setting of the position of the camera that does that.

  2. All those trees
    —Answer : I did that because those chunks have not been developed yet.

  3. Getting stuck halfway in the bridge
    —Answer : this occurs because the player’s height value is determined based on averaging the height values of all the vertices of the current tile, Therefore when you walk onto the “edge” of the “bridge” the player sinks in because the water’s tile vertices are far below the bridge’s.
    }

Jesse {

  1. “Camera movement seems smooth, but when you pitch all the way up you can’t see the player (maybe that’s intentional)”
    —Answer : Thank you, and yes that is intentional, I did that because since you are able to adjust the camera height, letting you see completely straight helps you see your character better.
  2. “Player movement has some hitches - looks kind of like the common problem of updating the camera position before updating the camera target position”
    —Answer : Are you talking about the flashy look of the player model? If you are then I think what you are saying about the updating might be the issue, I’ll look into it, thanks.
  3. “Diagonal motion sort of has a disorienting stair-step effect”
    —Answer : This is an annoying issue, but how else am I supposed to do this when the map is tiled?!
    }