TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Hi!

Actually I had to use a buggy XOrg/Mesa driver with my previous graphics card (ATI Radeon 9250 Pro) and I had no real support of shaders. The ATI Radeon X1950 Pro increased too much the temperature of my machine which was then frequently shutting down automatically. Now I have a graphics card that supports GLSL 1.2, OpenGL 2.0 and the passive cooling works fine. Lol I forgot to plug in the auxiliary alimentation, now it works fine. This graphics card is about 2.5 times faster than the previous one.

However I still use crappy graphics cards to check if my game is not fast only on fast machines and to check if the both Java bindings of OpenGL work fine with old hardware.

Edit.: the screen is ok now. I’m ready.

From time to time I look in to your game to see the progress and every time I must say that I love the enemy character! :smiley: He/it roxx (and kills me)

Lol it would be better in full 3D. Thanks for testing.

Hi!

I’m going to take four days off, I will try to do my best to improve TUER and JFPSM from the 23th of April to the 1st of May. If you have any particular request of enhancement mentionned neither in the feature requests in the bug tracker nor on my website, let me know as soon as possible.

Hi,

i’m french, just tested your game 

i think there’s a lot of work under your game since you build your own physical and 3D engines !

you presented yourself, you’re a developper, me too, i used to developp little 2d games, and what i discovered developping little games is that developpment is a little part of the job 


so my question is, after 5 years of work on this game, why don’t you try now to work more on the graphical part, i mean why don’t you try to improve textures, environment and ennemies 
 ?

maybe why don’t you try now to use a 3D engine, what’s the goal of your project in fact ?

have fun !

Hi

That’s quite true even though lots of personal problems have prevented me from working frequently on my free open source projects since Friday, 2010, May 7th :’( I’m going to speak about that on my personal blog rather here.

I see what you mean. I wrote only a very few complete games and they weren’t written in Java (Python, RPL).

Of course, I’m not an artist. Some of them (including someone on this forum) helped me to improve the weapons, I advise you to have a look at the current pre-beta version.

Actually, only the alpha version uses my own engine. The abandoned pre-beta version uses JMonkeyEngine 2.0 (custom build containing my fixes and cylab’ fixes) and the current pre-beta version uses Ardor3D.

One of the goals of my project consists in creating a completely free open source cross-platform, performant and extensible framework to create FPS easily (like FPS Creator but with less bugs) using Java. This framework contains a WYSIWYG editor called JFPSM. In my humble opinion, using my own engine is not a good solution, that is why I use other engines for several years (except in the most complete version of my game). I would like to put some interesting tools into it, this kind of tools is seriously lacking in the Java ecosystem, look at what Valve does for example. Current engines can be used to create FPS but some work is required to build a game engine with a 3D engine. Moreover, in my humble opinion, they are not optimized enough and that is the most time-consuming task for me, I have to implement a spatial subdivision system for Ardor3D, I have chosen to implement the algorithm of spatial subdivision into cells and portals which is absolutely not trivial (only a single proprietary framework has an implementation of it in the whole Java ecosystem). I really want to get a fast and reliable solution, I’m fed up with prejudices about Java being slow and using too much memory and I really want to support very low end machines including Raspberry Pi (why not?) and very old computers. I think I cannot compete with Unreal SDK, I try to do something smaller.

The second goal consists in using my framework to go on improving TUER. I’m still a trade union and political activist, the current pre-beta version of TUER is an attempt of going deeper and further into this direction.

Thank you for your feedback.

Hi!

As you know, English is not my mother tongue and I need your help. The development of TUER has been very very low for months. I try to add a new feature, something that can be implemented quite quickly. I would like to allow the player to insult people around him. I know a few insults in English, which one could be appropriate in a first person shooter? For political reasons, I won’t add any homophobic, racist, ethnic or xenophobic insults. The player will be able to insult the police. Do you have any idea?

I’m looking at this list now:

I plan to add these insults:
“asshole”, “douche-bag”, “whacko”, “jackass”, “fk off", “piece of shit”, "fk you”, “moron”, “bullshit”.

Hahaha being in high school does have some advantages.

Those are fine but you can also add these: “son of a b*tch”, “fag”

Don’t add “fag”, if you did you might as well add “n!gger” to the insults. Cause it’s the same thing.

edit: why is “fag” not censored but “n!gger” is? I’m not saying to censor gay, homo, or queer, as those aren’t insults but “fag” should be censored on JGO.

What is “****”? I could think of a lot of 4 letter words here :wink:

It censored me, so I had to edit. It’s up now.

I cannot use “fag” as it is an homophobic insult, “son of a bitch” neither because it is sexist.

Whaaaat? “Son of a b**ch” is definitely not sexist.

Fag is only a bad word in the US, whereas it means a cigarette elsewhere and is very benign. N*gger is, no matter how you cut it, a very bad word.

“bitch” can be translated in French into a word that means “prostitute” too or in a word concerning especially women.

Hi!

I don’t succeed in launching TUER with OpenJDK, does someone have the same problem?

I sometimes seem to be very narrow-minded but the feedbacks do not come to the ears of a deaf (this is a French idiomatic expression, I’m not sure the word for word translation is meaningful). The development of my FPS had become really compromised until recently and after about 4 years and an half, I have no more time to waste as I have less spare time and I need some concret results to be still motivated.

I have decided this night that I must absolutely draw a precise long-term plan. This project went to all directions, something is really wrong, this way of creating had been quite inefficient. TUER has used 4 different engines, JFPSM was planned to support 3 engines and I spent too much time in trying to optimize the performances for a very tiny and boring kind of case (orthogonal walls, etc
).

At 2 o’clock, I launched Quickoffice from my bed in order to write a new roadmap. It still requires some work. I will post something about it in my blog as soon as possible. Currently, I can only say that I will concentrate my efforts on only supporting Ardor3D in JFPSM (instead of “wasting” some time in engines without official support of JOGL), the support of levels with fixed size patches and orthogonal walls will only be a very particular case of a small feature of JFPSM (instead of being the biggest feature), the optimizations of the performances will target general meshes and effective problems experienced by users (for example the slowness of the intro on some Intel graphics chips).

I won’t give up. Stay tuned. Best regards.

for political reasons you’ll just insult the Police :cranky: :cranky: :cranky:
just forget insult in this case, or maybe change political point of view !

Hi!

You’re free to think so. Some students received flashball wounds last year, insulting the police is not a problem for me, it is only my position.

Hi

I work on the merge of coplanar adjacent right triangles with 2D canonical texture coordinates. When it is done, I might spend some more time on a general implementation of cells-and-portals algorithm as I explained there:
http://www.ardor3d.com/forums/viewtopic.php?f=11&t=340#p6300

The new road map of TUER is here: