World Rally Driver 4K

yep, works perfectly now :slight_smile: no performance issues here but this lap top is not exactly low spec either.

No, other applets are fine. This was something that began happening fairly recently. However, your latest version (that doesn’t use VolatileImage anymore?) is now fine again.

The only minor gripe I have is the 100% cpu thing… so I’d vote for changing the the yield() to a sleep(1).

Cheers, Tim.

Yay! I’m quickly realising VolatileImages suck. :slight_smile:

Done. :slight_smile:

Hi Toasten,

I’ve changed the input box to a textarea. When you get a chance, can you see if you can now enter replay data using Opera? Also, are you able to load replay data using Opera?

Thanks!

Yay! I’m quickly realising VolatileImages suck.

Have you tried using BufferStrategy instead of VI for your back-buffer?

Dmitri

Retested with Opera.
When saving, it says i made it to Top100 but it didn’t show up in the List :frowning: Used Name: “OperaTest”
Using the same data in Firefox, also didn’t work. Seems like the Highscore is broken.

But i think it’s working in general. As now the correct end of the String shows in the input-box.

Loading works without problems. :slight_smile:

I have some duplicate testing on my server. If the IP Address or the Players Name matches, then it treats it as a duplicate and only keeps the best score. Thanks for testing, looks like it now works for Opera! :slight_smile: …not the first time I’ve had to jump through hoops for Mac s/w. :wink:

Thanks to javap and now an unhealthy knowledge of Java byte code :o I’ve managed to squeeze more bytes out and put back most of the features I had to take out for the replay data. Now the game is done! …I think :persecutioncomplex: Huge thanks to everyone for helping me out! Java Gamers Rock!!! 8)

Dear Mr Foden,

Sorry, I could no longer stand being second.

Kind regards,
Craigo.

:slight_smile:

Are you going to extend the game with more tracks, more cars and online play?

Also it would be really cool if you could watch replays as well as race against them. I need to see your 1072 in Sweden !

Yes…but not for the 4k competition. It’s right on 4096 bytes right now and that’s after looking at the byte code to optimise it.

You can! Just click on the replay link, then copy the data and paste it into the game (after pressing R in the game).

… but as all can see (if they watch the replay anyway), you cheated! :stuck_out_tongue:

So now the question is… are you going to fix the bug, or should I try and beat you by cheating too? :wink:

Cheers, Tim.

I know… the shame… the shame !!!

I’m going to try to fix it. Just not sure where I’m going to find the bytes right now. :-\

Edit: Bug fixed. Also improved performance (I hope).

Did you change rendering hints? doesn’t look as nice as before :confused:

Yes, I did. Well spotted! But now they’re back. However, if the game can’t keep the frame rate at 30 fps, then they will get switched off automatically.

My boss bought a MacBook Air, and I tried my game out on it. It ran terribly (it ran a little better when I turned off the rendering hints). However, when we booted the MacBook Air up on WinXP, it ran fine, so I guess the Mac JVM is just poorly implemented? Anyone have the same experience with the Mac JVM?

Yes, the animation is very jerky now. But in previous versions everything was fine, did you change some fundamental things in how the animation works?

Hi Mr Gol,

Yes, I changed my game loop and removed the use of VolatileImages. I’ve now modified the game loop again. Can you please see if this has fixed the problem?

Thanks!

The problem with mac jvm is that it’s 1.5. On XP you’re likely to have 1.6 of some sorts. 1.5 had really bad performance in some cases (XP or MacOS)…

Dmitri

Ah! Yes! Thanks Dmitri. I switched back to 1.5 on my PC, and I now see the slow performance. …now to fix it. :stuck_out_tongue:

Edit1: And my game is much easier when it runs really slowly! Just set a new record on USA…I wonder if Mr Foden has been playing on a 1.5 JVM? ::slight_smile:
Edit2: The problem is gfx.rotate(…) seems to be inefficient in 1.5 (I am rotating a somewhat large 2000x2000 image ::)). Not sure how I can fix this as rotating the image is a core part of my game. :frowning:

Nope. As you can see with my bug report earlier, I’m running with 1.6.0_07… :stuck_out_tongue:

But now that I know it’s slower on 1.5… :wink: (no, just kidding)

Cheers, Tim.