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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Jan 27, 2004 8:49 am    Post subject: one week left [quote]

have one dungeon of 8 finished, working on each section of the world map, basically going for zelda on nes gameplay

heres a short demo of a forest, its a bit slow on my comp p3 550, i get ~10fps, its a 1.4meg download


a shot from the map editor

http://syn9.rpgdx.net/download/demo125.zip
the download

currently using temp animation ripped from som

CONTROLS:::
arrows / F12=exit
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Tue Jan 27, 2004 1:07 pm    Post subject: [quote]

Ouch. The display says it's running at ~16fps on my 1ghz Thunderbird (w/Radeon 7500), but in reality the screen refresh is much lower... most likely 4-5 fps. Looks really good, though -- I'd definitely play it if the frame rate were a little higher.

.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Tue Jan 27, 2004 3:56 pm    Post subject: [quote]

Are all those leaves individual pollies? That would pretty much explain that framerate... I'll try it out after I get my new Athlon 64 3200+.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Jan 27, 2004 5:58 pm    Post subject: [quote]

According to the screenshot there are only about 2000 polies visible. I guess the fact that everything is done in software, the huge shadow bitmaps and the higher resolution are the main reasons why it is slowing down to QB level again. It looks much nicer though. :-)

Only I think if Syn9 wants to continue with this level of detail, an OpenGL port will be necessity rather than luxury.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Jan 27, 2004 11:23 pm    Post subject: [quote]

thanks, also, if i had more time id do some inline assembly as well as open gl.. ive been racking my brain to figure out how to speed it up in software beyond 4x the qb speed... (on my comp, it takes 4k polies to make 10fps in 320x240, compared to Qb's 1k)
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Jan 27, 2004 11:51 pm    Post subject: [quote]

well, i give in, i decided that widescreen view is now necessary, unfortunately...

http://syn9.rpgdx.net/download/demo127.zip

i zoomed out the cam a bit, then closed in the clipping range as well as recenterd the character more toward the top of the screen so that close to the same amount of tiles are visible forward as well as away

still in 640x480x16b, im gettin ~16fps instead of 10, i already decided to drop down the average outdoor map size to 16x16 from 20x20 for load speed and to decrease overall calculations as well, but this map is still the 2k polies it was in the previous demo
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Wed Jan 28, 2004 3:48 am    Post subject: [quote]

Well, it certainly runs better (around ~20-30fps), but there seems to be a bit more pop-up as things come too close to the camera, and end up clipped. Basically this only happens with the tops of the trees. Still... it's a step in the right direction.

.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Jan 28, 2004 12:05 pm    Post subject: [quote]

Yeah, 30 fps over here now and looking great. I'm not sure what my current system is, because they don't allow access to My Computer Properties here at Trinity. I agree with Sirocco that it would be better if you did something about those trees being clipped away.

To see this character walking around is looking amazing, btw. It's the first time I got to see that.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Wed Jan 28, 2004 4:59 pm    Post subject: [quote]

thanks guys, yea the clipping still has some issues, i noticed it really bad when inside the dungeons, massive chunks of the walls were gone inside the viewing area
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Wed Jan 28, 2004 11:25 pm    Post subject: [quote]

I got it running at ~60 FPS (peak 120) on my old 2200+ TBred. I would test with the old demo too, but my modem seems to be getting grumpy.
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Jan 29, 2004 3:01 am    Post subject: [quote]

I haven't seen the source to this since the first time it was ported to Allegro, but then I noticed you weren't using the clip3d_f() to clip the verts to the frustrum. Its a wierd function to use, I think the prototype was poorly thought out. But it SHOULD clip those verts/polys to the z frustrum so they can grow and shrink gracefully and not pop in and out like they do. Otherwise, if you are using clip3d I'd say its a flaw in the allegro code.
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