I have the framecap set to 999 anyway. :P
I have the framecap set to 999 anyway. :P
Just did a full test on the Android version's Google Play integration :)
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.
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.
That could do with some fog I think.
Edit: Oh hey, turns out there is an option for vsync. Got 600 fps now. Nice.
Phyzicle Sandbox waiting for review from Apple.
Time to submit to RIM!
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
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.
Hopefully Apple app reviewers work on weekends
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
Added vi-key support to my rougelike which is making it a lot easier to learn vim.
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.
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.
Which ones do you know of?
This is mine:
And this is one a found with a quick google, 2 months before I started to make mine:
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 making one too, just to see how hard it was to make one.
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?
I'm getting a 502 Gateway error when trying to look at the Love2D wiki for documentation, does anybody have the entire draw function?
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.
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.
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
I seem to remember that its freely licensed
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/
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.
throwin my hat into the video game makin ring. hope publishers pick me up 2 help fund game.
making kickstarter later
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