I had the GTX. It was fine until the soldering melted.
I'm glad the game seems to be running fine for almost all of you, did you all zoom out as far as you could?
And I'll look into getting it working on Linux today.
I had the GTX. It was fine until the soldering melted.
I'm glad the game seems to be running fine for almost all of you, did you all zoom out as far as you could?
And I'll look into getting it working on Linux today.
This is what I get on my ATI Mobility Radeon HD 3450.
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Apparently your card only supports OpenGL 2.1, and I'm using some 3+ features. Since it works with robmaister's linux partition I'll assume it will work for pretty much everyone on linux who's card supports it.
I hope that isn't 1:1 to what you're actually using in-game, unless they're third person.
Did you write your own lexer or are you using a library for it? If the latter, which library?
My card is getting that old? Oh dear :(
However, I'm able to compile shaders that contain OpenGL 3.3 features on my card and they work fine. You sure that's the cause?
He's written his own.
Finished my .net project that keeps track of dead homeless people for the city (g3t payd $$$). Finished all classes. Finished coldfusion(LOL) inspection app. Updated 3 websites. Now I'm at work with no more projects! I want to be home working on sanic game and isometric rpg game!!
I'll add some more debugging output later so we can find out the problem.
The GTX 260 supports OpenGL 3.3 :|
I was just going by this, I didn't check for any other sources.
Tone mapped and now with a skybox. At the top from left to right, albedo, normals, depth, lightmap, pre-post processing (pixelated since mipmaps are enabled to give me a cheapish way of getting average luminosity). There is some artifacting on the edges of the model :S
Steady 60 fps, draws nothing
Geforce 6600 256 MB
Edit: crashes when I press G
So, for ages I've been trying to implement chat emoticons in Steam...
Close enough![]()
6600 only supports opengl 2.1
Solid 60FPS, GTX 560 Ti 1GB.
Stable 59.97 FPS, GT 530, city generating takes less that half-a-second.
I've started working on the UI of our game. Not a single line of code written yet, but made a fancy chart.
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So there's been quite a bit of a commotion in the FPP group the past few days. I could explain it all but I made a video instead.
1996002 triangles, runs at ~40ms/frame. Damn blurry texture, need to enable storing of custom resolution textures
Lighting calculated from a lightsource rather than being ambient.
Currently largely CPU bound due to sorting triangles to be tessellated, and getting rid of triangles not meant to be drawn. Tempted to disable tessellation entirely, although I could just sort it in multiple threads at once
Doesn't work on 540m 1024mb.
60 fps on integrated graphics card.
Just about sums it up, yeah.
Driver updates usually up the supported graphics API level.
Apparently I'm doomed to mess up every "fix" I make to my terrain generator. I don't even know HOW this time.
Gigabyte GTX 580 1536 mb, runs good 60 fps.
I really like it too, it's what project zomboid should have done since running through the same city all the time is boring.
8800 GTS represent
I remember when I got it for $250 or something which was considered a great budget purchase compared to the GTX
i got this functional, now I just need to add the scoring system and make it pretty instead of ugly
Edited:
theres more in the thread
http://www.facepunch.com/threads/1182890
I had a 9800GT till about 6 months ago, it had bad capacitors, needless to say it died. I've since got a GTX 560 Ti and life is good. In other news, my renderer is totally broken on 360 XNA, and I don't know why, and I'm beginning to not care. I'll probably just throw my mobile renderer at it when that's complete, and that should be fine...
I've been following this thread off and on for over a year now and I must say that I'm extremely impressed by all of you. Incredibly inspiring to see people that are so passionate about something.
Keep it up!
And it works!
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Hell yeah. I still have an 8800 GTS in my main gaming rig (I'm poor as hell)
Ugh I don't think this is how variance shadow maps are supposed to work
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If you compile a debug build of OpenTK from SVN, you can enable per-method error checking with the context's "ErrorChecking" property.
Also a few other tips for better Linux/OSX support:
- instead of using the Keyboard and Mouse properties from GameWindow, use the GetState() methods from the static OpenTK.Input.Mouse/Keyboard classes. If you poll those properties a lot, you'll get some weird framerate issues.
- Some OpenGL implementations default "SwapInterval" to 0 instead of 1, making vsync work incorrectly. In the constructor of your window, explicitly set it to 1: "this.Context.SwapInterval = 1;" and don't try to set vsync with the Run overloads that accept frame/update rates, the framerate jumps around if you have both enabled.
- OpenTK from SVN has a new "CursorVisible" property in GameWindow, use that instead of System.Windows.Forms.Cursor.Hide()/Show() if you want to hide the cursor, as it actually works on Linux/OSX.
Thanks for this, I'll be sure to switch to / implement all of these tomorrow.
!
Ugh, just when I finally fix something, I break another thing
You're lucky. I usually end up screwing both.
Taking an engine design course. We have to write a game engine. An actual game engine, not some shitty half-assed framework that we used for the first iteration of dystopia machina (the game with all the half naked people).
We wrote out a list of stuff we're gonna do for the course, and then stuff for "senior project" which is making a full game.
Forever alone in physics team. Anyway, someone added boob physics. All our characters (all 1 of them) are male but I'll see what I can do.
It's no problem, just make your character have tits and explain that he once had testicular cancer and everysince they had to remove his balls, his estrogen levels were rising causing him to grow man-boobs which also produce small amounts of milk.
What a twist.