1. Post #321
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Setting a maximum fps isn't how you should solve your timestep.
    http://gafferongames.com/game-physic...your-timestep/
    This article is a great resource for learning how to fix your fps dependent issues.
    I put the limit there because I wanted it there, though. Reason being because I can't get any higher fps than 60 anyway, since apparently ATi-drivers puts a cap to whatever the screen's refresh rate is. That's why you see 50 fps in most of my screens. My TV is 50Hz, and my computer monitor (laptop) is 60Hz.

    I have the framecap set to 999 anyway. :P
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  2. Post #322
    Nigey Nige's Avatar
    June 2010
    1,341 Posts
    Effects are just shaders. You can pass in null for that, I believe.
    It works!

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  3. Post #323
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,625 Posts
    Just did a full test on the Android version's Google Play integration :)

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  4. Post #324
    Gold Member
    Sc00by22's Avatar
    August 2007
    1,253 Posts
    What was that HTTP testing thing by apache? I need it to test my lua webserver
    ApacheBench (ab)
    https://httpd.apache.org/docs/2.0/programs/ab.html
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  5. Post #325
    Gold Member
    HeroicPillow's Avatar
    July 2009
    4,793 Posts
    Reason being because I can't get any higher fps than 60 anyway, since apparently ATi-drivers puts a cap to whatever the screen's refresh rate is. That's why you see 50 fps in most of my screens. My TV is 50Hz, and my computer monitor (laptop) is 60Hz.
    Um, you obviously have vsync enabled somewhere or it's equivalent. I have ATI in my laptop and have no problems.

    And your gameloop has some problems. Namely that you update and draw at the same time, always. All you've done really is implement a hard cap on framerate similar to what vsync does. In your particular setup, if you get a very low FPS your input will most likely feel very sluggish, and if you implement physics there will be various unexpected "explosions".
    Read up on the link naelstrom posted, or this one which says pretty much the same thing in a different format.
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  6. Post #326
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,244 Posts
    Been working on performance a bit today:

    I'm now culling faces across chunks, as well as within them - reduced the face count by ~40%. That gives me plenty of headroom for a 15 chunk draw radius :)
    I've also been dabbling with lighting a bit, but that's pushed back for now. Water was added and then removed between this post and the last, because I'm gonna have to render that in a separate pass to get the translucency right.

    Edited:

    That could do with some fog I think.
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  7. Post #327
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Um, you obviously have vsync enabled somewhere or it's equivalent. I have ATI in my laptop and have no problems.

    And your gameloop has some problems. Namely that you update and draw at the same time, always. All you've done really is implement a hard cap on framerate similar to what vsync does. In your particular setup, if you get a very low FPS your input will most likely feel very sluggish, and if you implement physics there will be various unexpected "explosions".
    Read up on the link naelstrom posted, or this one which says pretty much the same thing in a different format.
    Hmm, you're right. That's a stupid mistake(c)! Also, I meant nVidia. Not ATi. I have turned off vsync in OpenGL. I haven't looked at my driver-settings either, but I've read that some drivers simply don't allow you to turn off vsync.

    Edit: Oh hey, turns out there is an option for vsync. Got 600 fps now. Nice.
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  8. Post #328
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,625 Posts
    Phyzicle Sandbox waiting for review from Apple.

    Time to submit to RIM!
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  9. Post #329
    Icedshot's Avatar
    April 2010
    2,361 Posts
    OpenCL renderer now has support for one texture for every object under the new model of pass everything in as one large buffer reallocated asynchronously every time a new object is added

    Essentially i assigned the w coordinate of the uvw coordinates to be the objects gID (but later i'm going to change it to be objectid*mip_levels), then allocated an Image3D to contain all the different textures. The texture is fairly simply retrieved within the kernel by reading from any vertex's w coordinate in the usual position (with the inverse of the interpolated uv coordinates with respect to depth as the other two coordinates)

    As you can see from the picture below, I should probably implement mip mapping next to fix all the horrible artifacting from a distance:



    The lighting falloff also needs to have another look taken at it, its not right at the moment
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  10. Post #330
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,625 Posts
    Phyzicle Sandbox waiting for review from Apple.

    Time to submit to RIM!
    1Release(s) for 'Phyzicle Sandbox' have been sent for Review.
    Woohoo!

    Now I'm preparing the Android version and as soon as the other two are accepted, all three versions are going public!
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  11. Post #331
    HQRSE FUCKER
    ief014's Avatar
    September 2009
    3,069 Posts


    Not pretty at the moment, but I'm remaking a game I worked on a year ago.

    Pretty much beat hazard, with lots of random weapons and a rpg-like leveling system.
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  12. Post #332
    ben1066's Avatar
    August 2009
    1,101 Posts
    Woohoo!

    Now I'm preparing the Android version and as soon as the other two are accepted, all three versions are going public!
    So it's free with paid for features?
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  13. Post #333
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,625 Posts
    So it's free with paid for features?
    iOS & Android: Free with 2 paid-for upgrades (local saving/loading, community features)
    PlayBook: $1.99 (Marmalade doesn't expose the PlayBook native APIs yet)
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  14. Post #334
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,433 Posts
    Hopefully Apple app reviewers work on weekends
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  15. Post #335
    Richy19's Avatar
    May 2010
    5,411 Posts
    OpenCL renderer now has support for one texture for every object under the new model of pass everything in as one large buffer reallocated asynchronously every time a new object is added

    Essentially i assigned the w coordinate of the uvw coordinates to be the objects gID (but later i'm going to change it to be objectid*mip_levels), then allocated an Image3D to contain all the different textures. The texture is fairly simply retrieved within the kernel by reading from any vertex's w coordinate in the usual position (with the inverse of the interpolated uv coordinates with respect to depth as the other two coordinates)

    As you can see from the picture below, I should probably implement mip mapping next to fix all the horrible artifacting from a distance:



    The lighting falloff also needs to have another look taken at it, its not right at the moment
    Whats the performance like with this compared to just OGL?

    Also do you know what openCL was initially created for? I though it was to allow people to run programs (calculatons or such) on the GPU instead of the CPU
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  16. Post #336
    This title has been removed due to a copyright claim from Viacom Inc.
    neos300's Avatar
    July 2008
    3,489 Posts
    Added vi-key support to my rougelike which is making it a lot easier to learn vim.
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  17. Post #337
    Gold Member
    esalaka's Avatar
    July 2007
    10,246 Posts
    Added vi-key support to my rougelike which is making it a lot easier to learn vim.
    hjkl movement should be mandatory in roguelikes because there's always gonna be a bunch of people who play with them vi-keys
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  18. Post #338
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    My teslacoil gave off it's first tiny screeching spark, now I have to write a python interface for it, so I can control it without hardcoding it into the microcontroller.
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  19. Post #339
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts


    I'm not sure if someone already made one (or if anyone else minds, or if people take offense to hiding their obnoxiously long titles), but I made a quick Chrome/Firefox script to add scrollbars to lengthy user titles here, so they aren't as annoying, but the content isn't lost.
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  20. Post #340
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    What was that HTTP testing thing by apache? I need it to test my lua webserver
    God damn it, stop stealing my ideas!
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  21. Post #341
    God damn it, stop stealing my ideas!
    Wait, how many people were going to make a Lua webserver? I count 3 now

    Edited:

    Btw, here's a one-click install link for Neo's nice title script
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  22. Post #342
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    Which ones do you know of?

    This is mine:

    https://github.com/c0bra61/luaserver

    And this is one a found with a quick google, 2 months before I started to make mine:

    https://github.com/zeitgeist87/LuaServer

    And has a lot of resemblance to mine (reads requested files from www/hostname, although I'm not sure if that's standard) and has a bad implementation of <? ?> using gsub.
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  23. Post #343
    I was making one too, just to see how hard it was to make one.
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  24. Post #344
    Gold Member
    ryan1271's Avatar
    February 2008
    1,130 Posts


    Minesweeper featuring everyone's favorite! Java! It's slow because of Fraps. It works perfectly otherwise.

    Also I don't suppose there is [thumb] tags for video?
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  25. Post #345
    That Dog
    Ehmmett's Avatar
    March 2009
    13,801 Posts
    I'm getting a 502 Gateway error when trying to look at the Love2D wiki for documentation, does anybody have the entire draw function?
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  26. Post #346
    I'm getting a 502 Gateway error when trying to look at the Love2D wiki for documentation, does anybody have the entire draw function?
    https://www.dropbox.com/s/598f3dh9o37jv88/Wiki.zip



    Edited:

    It's the 0.7.2 version tho, but I don't think it has changed.
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  27. Post #347
    That Dog
    Ehmmett's Avatar
    March 2009
    13,801 Posts
    It has, the new one has shearing. But this works cause I knew that shearing was just at the end, just didn't know how many arguments it took though.

    Thanks
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  28. Post #348
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.

    Content:
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  29. Post #349
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.
    The Ubuntu and Roboto fonts are good.
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  30. Post #350
    Icedshot's Avatar
    April 2010
    2,361 Posts
    Whats the performance like with this compared to just OGL?

    Also do you know what openCL was initially created for? I though it was to allow people to run programs (calculatons or such) on the GPU instead of the CPU
    Probably much worse. Currently i have to copy across the entire buffer to sfml, because i haven't yet set up opengl to use the buffer directly. It's fairly slow copying across, although I multithreaded it and this speeds its up a lot. Also, because it runs one thread per triangle, large triangles can cause massive slowdown; essentially zooming in on something makes the frame time skyrocket. I can fix this in the culling phase by tesselating large triangles, however. Plus there is some general inefficiency going on currently.

    Yes, opencl was created to allow hardware acceleration of easily parallelisable (?) tasks. I thought it would be interesting to create the renderer as a comparison. Graphics rendering is perfect in theory for opencl - processing triangles is easy in parallel. Each triangle is (nearly) independent of other triangles, so you don't have to worry about synchronisation and the like. In practice though, opencl will probably never be nearly as efficient as pure opengl

    Edited:

    Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.
    Bitstream Vera is good in my opinion

    I seem to remember that its freely licensed
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  31. Post #351
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.

    Content:
    I was actually trying to find out that exact same thing earlier today. Turns out it's copyrighted by Microsoft and you need to pay to license it: http://www.fonts.com/font/ascender/calibri

    When looking for fonts online, make sure you check the license of the font individually, some sites let you freely download copyrighted fonts.

    Open Font Library is pretty good, all the fonts there are licensed under the SIL Open Font License, which lets you bundle the font with your game for free: http://openfontlibrary.org/
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  32. Post #352
    Map in a box's Avatar
    July 2009
    7,413 Posts
    Which ones do you know of?

    This is mine:

    https://github.com/c0bra61/luaserver

    And this is one a found with a quick google, 2 months before I started to make mine:

    https://github.com/zeitgeist87/LuaServer

    And has a lot of resemblance to mine (reads requested files from www/hostname, although I'm not sure if that's standard) and has a bad implementation of <? ?> using gsub.
    I was going to implement <? and ?> but I thought it was cooler full-lua. I might readd <?="stuff"?> support too. Anywho, I think www.hxrmn.net was the first luaserver I know of.
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  33. Post #353
    Gold Member
    thomasfn's Avatar
    July 2008
    2,965 Posts
    Did a boatload of optimizations to blocky. The chunk compiler is now aware of neighbouring areas so it can cull edge faces correctly.

    The other thing is this. When bound to a VBO in transform feedback mode, the geometry shader will only write as many polygons as the VBO can hold. The query will also accurately reflect this. If I create a VBO which can only hold 1 polygon, then run a geometry shader which outputs hundreds of them, the query will only report back 1 polygon. So I had to create huge VBOs for each chunk. Which very quickly filled up the GPU's ram (all 1gb of it). Now it shrinks the VBO down to size once it has the correct poly count from the query.

    I also threaded terrain generation. Terrain generation is the only bottleneck in the system now, extracting the chunk meshes and rendering them is lightning fast (since it all happens GPU-side). I was tempted to make a geometry shader for terrain generation, but I want it to be moddable via Lua.

    tldr; I made my voxel engine even faster.
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  34. Post #354
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,385 Posts

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  35. Post #355
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,571 Posts
    throwin my hat into the video game makin ring. hope publishers pick me up 2 help fund game.



    Edited:

    making kickstarter later
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  36. Post #356
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,610 Posts


    I'm not sure if someone already made one (or if anyone else minds, or if people take offense to hiding their obnoxiously long titles), but I made a quick Chrome/Firefox script to add scrollbars to lengthy user titles here, so they aren't as annoying, but the content isn't lost.
    I don't belong here. I can't do nothing with code.
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  37. Post #357
    Gold Member
    ZenX2's Avatar
    February 2009
    5,120 Posts
    Well I was working on using sprite batches to draw tiles, but I closed my laptop and when I opened it again I was on linux
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  38. Post #358
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,571 Posts
    what do u guys think.

    http://www.kickstarter.com/projects/...token=70e645cc

    u guys wanna donate




    how can i do this without being sued
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  39. Post #359
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    what do u guys think.


    http://www.kickstarter.com/projects/...token=70e645cc


    u guys wanna donate







    how can i do this without being sued


    i want 2 donate $10000 dollors but theres no way to on kickstarer plz help
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  40. Post #360
    HQRSE FUCKER
    ief014's Avatar
    September 2009
    3,069 Posts
    what do u guys think.

    http://www.kickstarter.com/projects/...token=70e645cc

    u guys wanna donate




    how can i do this without being sued
    You spelt Hegehog wrong.
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