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  3D Vehicle Dynamics Engine Demo (New Version)  (Read 5902 times)
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Offline pifreak

JGO n00b
*

Posts: 19



« Reply #30 on: 2009-01-20 21:31:08 »

42 average FPS
35-50% CPU usage

with:

windows xp pro
pentium 4 2.4GHz CPU
1024 mb pc-3200 memory
256mb PCI NVIDIA Geforce FX 5500



bad things:

driving fast diagonally

the squares hurt my eyes and almost give me a seizure...okay maybe not but it is still a headache XD


Offline SunshineKiller

Full Member
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Posts: 148



« Reply #31 on: 2009-01-21 00:17:53 »

awesome, 60fps avg. Smiley

<b>Check out my Development Blog:</b> <a href="http://www.scottscreations.com">Scotts Creations</a> | <b>Games in Development: </b> <a href="http://mechwarfare.scottscreations.com">Mech Warfare</a> | Mech Warfare: Facebook Edition | Game Master
Offline gholdys

JGO n00b
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Posts: 37



« Reply #32 on: 2009-02-04 17:31:00 »

I invite you all to take a look at the newest version of the demo! It contains more objects, cel shaded graphics and an improved physical model. Any comments are welcome :-)

Cheers,
Grzegorz

Games published by our own members! Go get 'em!
Offline SimonH

JGO Strike Force
***

Posts: 883
Medals: 13



« Reply #33 on: 2009-02-04 20:15:04 »

No good here (although previous version worked fine). No textures, <1fps, no key response...

Stickmen Wars 2 is in development.
Meanwhile try Bloodridge
Offline gouessej

JGO Kernel
*****

Posts: 3433
Medals: 26


TUER


« Reply #34 on: 2009-02-05 01:27:40 »

I have no shaders on my graphics card  Cry

Quote
Exception in thread "Thread-14" javax.media.opengl.GLException: java.lang.RuntimeException: GL_ARB_vertex_shader not supported!
   at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:410)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
   at com.sun.opengl.util.Animator.display(Animator.java:144)
   at com.sun.opengl.util.Animator$MainLoop.run(Animator.java:181)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.RuntimeException: GL_ARB_vertex_shader not supported!
   at com.insightmachines.vde.jogl.JOGLRenderer.loadShaderProgram(JOGLRenderer.java:275)
   at com.insightmachines.vde.jogl.JOGLRendererCS.setup(JOGLRendererCS.java:25)
   at com.insightmachines.vde.jogl.JOGLRenderingManager.init(JOGLRenderingManager.java:54)
   at com.sun.opengl.impl.GLDrawableHelper.init(GLDrawableHelper.java:72)
   at javax.media.opengl.GLCanvas$InitAction.run(GLCanvas.java:418)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:189)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:269)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:184)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:174)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)

Julien Gouesse
Offline gholdys

JGO n00b
*

Posts: 37



« Reply #35 on: 2009-02-05 02:58:11 »

Hmm. Maybe I should create a version without GLSL shaders  Undecided

Offline h3ckboy

JGO Kernel
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Posts: 1628
Medals: 4



« Reply #36 on: 2009-02-05 03:16:13 »

when I back up to a wall and it blocks my screen and the walls ort of fades. colourful lines fly aorung my screen.

21 FPS if I dont move. and it steadily goes higher tah longer I move. highest I got was like 35. excpet when I turn then it goes back down to 21.
Offline mh114

Jr. Member
**

Posts: 85



« Reply #37 on: 2009-02-05 03:46:31 »

Somehow it didn't work for me with Sun Web Start launcher (6u10), only briefly displayed the window and then quit (probably crashed). With OpenJDK, it works - and quite nicely at that. Smiley I'm running Ubuntu Linux here. The physics feel solid, and cellshading + stencil shadows look nice. Keep up the good work! Smiley

I guess I could try Sun JWS with Java console open to see if anything turns up..

Offline gholdys

JGO n00b
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Posts: 37



« Reply #38 on: 2009-02-05 04:12:34 »

I have uploaded a new version, that automatically disables GLSL shaders if they are not supported.

Offline gholdys

JGO n00b
*

Posts: 37



« Reply #39 on: 2009-02-05 04:15:40 »

Somehow it didn't work for me with Sun Web Start launcher (6u10), only briefly displayed the window and then quit (probably crashed). With OpenJDK, it works - and quite nicely at that. Smiley I'm running Ubuntu Linux here. The physics feel solid, and cellshading + stencil shadows look nice. Keep up the good work! Smiley

I guess I could try Sun JWS with Java console open to see if anything turns up..

This is quite odd. I use Sun Java (6u11) under Fedora 10 and it works just fine. If you could run the demo with a console open, that would be great.

Games published by our own members! Go get 'em!
Offline gholdys

JGO n00b
*

Posts: 37



« Reply #40 on: 2009-02-05 04:20:35 »

when I back up to a wall and it blocks my screen and the walls ort of fades. colourful lines fly aorung my screen.

21 FPS if I dont move. and it steadily goes higher tah longer I move. highest I got was like 35. excpet when I turn then it goes back down to 21.

The FPS will at least partially depends on the complexity of graphics that is being drawn. Some models are simple (i.e. the fence) and render quickly, some are more complex (warehouse with cones in front of it) and require more time to render.

The issue with colourful lines is new to me. I will have to look it up. It's something with blending, most likely.

Thanks for the feedback h3ckboy :-)

Offline mh114

Jr. Member
**

Posts: 85



« Reply #41 on: 2009-02-05 04:44:58 »

This is quite odd. I use Sun Java (6u11) under Fedora 10 and it works just fine. If you could run the demo with a console open, that would be great.
Hah, this is typical.. Tongue I enabled the console, started the game and boom: it worked normally. Cheesy Nothing was printed to the console. Don't know what that problem was before, I tried twice and it just quit before showing anything apart from a white window.

Offline irreversible_kev

Full Member
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Posts: 174



« Reply #42 on: 2009-02-05 06:25:01 »

Very cool.
1 excpetion :
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exception in QueueFlusher:
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
   at java.util.AbstractList$Itr.next(Unknown Source)
   at com.insightmachines.vde.Model.getObject(Model.java:263)
   at com.insightmachines.vde.renderers.SceneRendererCS.renderShapes(SceneRendererCS.java:233)
   at com.insightmachines.vde.jogl.JOGLRenderingManager.renderShapes(JOGLRenderingManager.java:109)
   at com.insightmachines.vde.jogl.JOGLRenderingManager.display(JOGLRenderingManager.java:87)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
   at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(Unknown Source)
Offline gholdys

JGO n00b
*

Posts: 37



« Reply #43 on: 2009-02-05 06:28:01 »

Very cool.
1 excpetion :
1  
2  
3  
4  
5  
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exception in QueueFlusher:
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
   at java.util.AbstractList$Itr.next(Unknown Source)
   at com.insightmachines.vde.Model.getObject(Model.java:263)
   at com.insightmachines.vde.renderers.SceneRendererCS.renderShapes(SceneRendererCS.java:233)
   at com.insightmachines.vde.jogl.JOGLRenderingManager.renderShapes(JOGLRenderingManager.java:109)
   at com.insightmachines.vde.jogl.JOGLRenderingManager.display(JOGLRenderingManager.java:87)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
   at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(Unknown Source)


This is important! Thanks irreversible_kev. I'll fix it ASAP.

Offline gouessej

JGO Kernel
*****

Posts: 3433
Medals: 26


TUER


« Reply #44 on: 2009-02-05 16:52:11 »

It works here now, thanks  Grin 14 FPS, Mandriva Linux 2007, Sun JDK 1.6 update 11, ATI Radeon 9250 Pro with an open source driver.

Julien Gouesse
Offline SimonH

JGO Strike Force
***

Posts: 883
Medals: 13



« Reply #45 on: 2009-02-06 00:04:02 »

Still no good here - (this is a dog of a machine though, so don't worry too much!)

Stickmen Wars 2 is in development.
Meanwhile try Bloodridge
Offline gouessej

JGO Kernel
*****

Posts: 3433
Medals: 26


TUER


« Reply #46 on: 2009-02-06 14:00:46 »

A french guy that has an Intel GMA graphics card said it is extremely slow: between 0 and 5 FPS. I don't know why.

Julien Gouesse
Offline gholdys

JGO n00b
*

Posts: 37



« Reply #47 on: 2009-02-06 14:12:59 »

A french guy that has an Intel GMA graphics card said it is extremely slow: between 0 and 5 FPS. I don't know why.

I have an Intel graphics card on my laptop and it works at <20FPS. Nevertheless, there are probably a few things, that could be optimized in this demo. I'll look into this.

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