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 31 
 on: 2016-05-04 10:09:21 
Started by mrpiccadilly - Last post by mrpiccadilly
Hey folks!

So I have an entity at 10, 5 (middle of the map) and want him to follow my already generated path of values ([10, 4], ..., [10, 0], [9, 0], ..., [0, 0]) but seem to be getting stuck with axis-fighting.

The entity will go to one side and then ping-pong between points and so on. I can get the entity to go to say 0,0 as an end point, but putting it at 20, 0 will make it still go to the left side as if the point was 0, 0.

Any help on making an entity follow a 2D pre-generated path would be appreciated.

 32 
 on: 2016-05-04 09:49:34 
Started by blobloblob - Last post by blobloblob
Thanks Smiley I really (will, cause I can't twice in a row) appreciate that. 

 33 
 on: 2016-05-04 09:35:03 
Started by blobloblob - Last post by kappa
This doesn't really help in this case. It's not that the mouse isn't polled often enough; it's that the screen isn't redrawn fast enough. Interpolation won't help if the mouse position only updates 10 times per second.
If the frame drop is that large then I agree with you. However if the application is running that slow then its unlikely the other techniques mentioned above are going to help much and in general the application has serious issues which need to be addressed first.

For smaller frame drops though, mouse interpolation should work well enough.

@kappa
Oh, that sounds pretty interesting Smiley Though not perfect, it may be enough of a compromise. I'll probably give it a try. Do you have any examples of this or is this just idea from top of your head?
It's a technique used in many commerical games and triple A titles (sometimes you can even toggle it on/off in the options), IIRC (not 100% sure) it was also used in Revenge of the Titans (OpenGL game with source code).

I don't have a link to an article setting out the implementation, however the concepts at the end of the fix your game loop articles are pretty similar such as here, here and here.

 34 
 on: 2016-05-04 09:16:36 
Started by blobloblob - Last post by blobloblob
@kappa
Oh, that sounds pretty interesting Smiley Though not perfect, it may be enough of a compromise. I'll probably give it a try. Do you have any examples of this or is this just idea from top of your head?

 35 
 on: 2016-05-04 07:18:54 
Started by blackbeard - Last post by orange451
Any progress on this?
Seems so cool ^^

 36 
 on: 2016-05-04 01:52:25 
Started by BurntPizza - Last post by Slyth2727
Working double buffer + ps/2 mouse driver. Can now render in 1920x1080x32.


 37 
 on: 2016-05-03 22:46:50 
Started by orange451 - Last post by orange451
Hi helioscat! Thanks for trying the engine! Smiley
Are you on linux? I've noticed a few linux people are having that same issue when running the game. I've made a "fallback" if it cannot load the images properly, so please redownload and let me know if it works!

I've updated a few things in the past few days...
  • The image loading fallback (listed above)
  • Console can be opened with ~ or F12
  • I added a decal system
  • I added a particle system
  • The gun now shoots properly. It create bullet holes and interacts with rigid bodies in the scene Smiley
  • I created a new test level to test multiple material sounds

Click to Play



[EDIT]
I released a small update again today. I changed the skybox so that it could support bright textures ( I.E. a sun ).

 38 
 on: 2016-05-03 22:16:09 
Started by orange451 - Last post by helioscat
~/Downloads/TestFPS: java -jar ./client.jar
.......................................
... Initializing Rendering Pipeline ...
.......................................
.......... Creating Shaders ...........
......... Setting Up Camera ...........
..... Setting Up Lighting Engine ......
Error occured: An OpenGL error was already present when the new LightingEngine object was created.: Invalid enum
Detected Intel card.
Vendor: intel open source technology center
Renderer: mesa dri intel(r) haswell mobile
WARNING: class java.io.IOException when attempting to read image: res/textures/skybox.png

 39 
 on: 2016-05-03 21:01:54 
Started by blobloblob - Last post by theagentd
have you tried implementing mouse smoothing?

Usually done by interpolating the mouse position between either:

1) where the mouse was and where it should be (previous polled position and current polled position)
or
2) where it currently is and by predicting where it will be the next time its polled (current polled position and predicted next position).

Rather than jumping between mouse positions you can move the cursor at a constant speed between mouse positions or draw it at an interpolated position between the two positions at the time the frame is rendered.

This should hide small amounts of lag and give the appearance of smooth movement.
This doesn't really help in this case. It's not that the mouse isn't polled often enough; it's that the screen isn't redrawn fast enough. Interpolation won't help if the mouse position only updates 10 times per second.

 40 
 on: 2016-05-03 19:35:27 
Started by Riven - Last post by jonjava

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