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  Normal performance ?  (Read 3319 times)
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Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Posted 2006-09-15 15:54:48 »

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[code]BouncingBallsBenchmark started to last for 30 seconds. (Hit ESC to cancel.)
Benchmark ended regulary after 31 seconds.
Rendered frames: 14
Average FPS: 0.4377736085053158
Triangles in the scene: 39680

Nvidia Geforce MX 440 SE 64MB, Athlon XP 2200+, 512MB Ram


EDIT : The strange things is performance is acceptable for the first 3 seconds then decrease dramatically.[/code]

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #1 - Posted 2006-09-15 16:11:57 »

Quote
BouncingBallsBenchmark started to last for 30 seconds. (Hit ESC to cancel.)
Benchmark ended regulary after 30 seconds.
Rendered frames: 2337
Average FPS: 77.88442311537692
Triangles in the scene: 39680

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ATI Radeon 9800 Pro 128MB, AMD Athlon64 3000+, 1024MB Dual-Channel


When I wrote this benchmark, I used as many and as highly-detailed balls as possible to stay above 64 frames on my machine and to have a load as high as possible. But we can reduce number and complexity it it is better for other systems. Play around with the constants in the head of the benchmark class. Maybe we can find better values. I know this benchmark is very challenging for your machine with many balls / highly detailed balls.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-09-15 16:15:12 »

Edit.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #3 - Posted 2006-09-15 16:19:24 »

The strange things is performance is acceptable for the first 3 seconds then decrease dramatically.

For me it's the other way around. For the forst few seconds the movement lacks and then it's acceptable.  Huh
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2006-09-15 16:20:22 »

The strange things is performance is acceptable for the first 3 seconds then decrease dramatically.

For me it's the other way around. For the forst few seconds the movement lacks and then it's acceptable.  Huh
May be due to the collision system.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #5 - Posted 2006-09-15 16:28:59 »

May be due to the collision system.

I had the high total system load as a suspect. But certainly the collision system is the evildoer.
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #6 - Posted 2006-09-15 19:58:30 »

I ran the BouncingBallsBenchmark again and realized that any time several balls hit each others the whole thing lacks. So the poos fps you had are certainly due to you slow CPU, since the collision system is computed by the CPU not the GPU.

What a CPU do you have?
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #7 - Posted 2006-09-16 08:52:45 »

I ran the BouncingBallsBenchmark again and realized that any time several balls hit each others the whole thing lacks. So the poos fps you had are certainly due to you slow CPU, since the collision system is computed by the CPU not the GPU.

What a CPU do you have?
Nvidia Geforce MX 440 SE 64MB, Athlon XP 2200+, 512MB Ram
If the collision systems lag when several balls it it's really badly implemented : if it can't handle 5 collisions simultaneously it's completely useless.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #8 - Posted 2006-09-16 14:02:11 »

If the collision systems lag when several balls it it's really badly implemented : if it can't handle 5 collisions simultaneously it's completely useless.

It is useless anyway, since it doesn't work properly. That's why we should definitely go the JOODE way.
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #9 - Posted 2006-09-16 14:06:10 »

May I separate it or will you do it ?

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #10 - Posted 2006-09-16 15:05:57 »

May I separate it or will you do it ?

Please do it. I am very busy with the rendering code Smiley

So what do you want to do? Extract the collision system from xith-tk and put it into a new project?
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #11 - Posted 2006-09-18 16:48:01 »

May I separate it or will you do it ?

Please do it. I am very busy with the rendering code Smiley

So what do you want to do? Extract the collision system from xith-tk and put it into a new project?
"new project" is overwhelming. Releasing a .zip/.tgz with code and build is the most I would do.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Online cylab

JGO Ninja


Medals: 49



« Reply #12 - Posted 2006-09-18 19:22:20 »

hmm, would fixing it not be better? There should IMHO be a simple and fast integrated collision detection system in xith without a dependency on JOODE. Is the xith code wrong designed or is it just buggy?

Mathias - I Know What [you] Did Last Summer!
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #13 - Posted 2006-09-19 16:52:34 »

Is the xith code wrong designed or is it just buggy?
Can't say.. knowing as David Yazel work I wouldn't say it's badly designed but everything's possible..

hmm, would fixing it not be better? There should IMHO be a simple and fast integrated collision detection system in xith without a dependency on JOODE.
Mmyeah but I'd prefer not to make it dependant of Xith3D. Maybe we could just extract it to a separate project which doesn't depend on Xith3D (but we would provide facilities for using it from Xith3D).

Do we include 2D AND 3D collision detection ? My 3D game need 2D collision detection.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline hawkwind

Junior Member




Java games rock!


« Reply #14 - Posted 2006-09-19 17:49:37 »

I use it in my game without any problems (I am back dated though)  At some point in the past (previously to the last couple of months) the system stopped working dur to some code change side effect.

Other than my game and the demo code, this is the only other working example of the Xith3d collision system

http://opensource.dazoot.ro/maze3d/
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #15 - Posted 2006-09-19 18:05:23 »

I use it in my game without any problems (I am back dated though)  At some point in the past (previously to the last couple of months) the system stopped working dur to some code change side effect.

Other than my game and the demo code, this is the only other working example of the Xith3d collision system

http://opensource.dazoot.ro/maze3d/
Could you fix the collision system if you would ?

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline EgonOlsen
« Reply #16 - Posted 2006-09-19 20:34:45 »

Quote from: <MagicSpark.org
The strange things is performance is acceptable for the first 3 seconds then decrease dramatically.
Not sure if this applies here (as i don't use xith or know this demo) but this reminds me of some problem that i've had with my own collision system (a swept ellipsoid approach): If the movement is decoupled from the frame rate, i.e. entities are moving the same way in n seconds regardless of the actual framerate, the following can happen (time is simplified to "ticks" here to make it easier to follow):

1st frame:
rendering takes 1 tick. Entities should move 10 units per tick, in this case (1 tick), ten units. This may take 1 tick also on a slower cpu.

2nd frame:
rendering takes 1 tick, plus 1 tick from the former movement/collision detection results in 2 ticks, so entities have to move 2*10  units to compensate the low frame rate. Because of the increased movement, collision detection takes longer...let's say 2 ticks.

3rd frame:
1 tick for rendering, 2 ticks for collision detection=>3 ticks overall=>entities have to move 3*10 units=>collision detection takes now 3 ticks.

....this can go on and on...and finally, you'll end up with seconds/frame instead of frames/sec. because the whole system will never recover from this situation.

This is, of course, a very simplified example but it describes the basic problem. I just thought it could be helpful to mention it, because the description of the problem (fast startup but cripples to incredible slowness for no obvious reason) reminds me of it. If the cpu is fast enough, this will never happen, because the collision detection happens too fast to have greater influence, but if it isn't, well... Wink

Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #17 - Posted 2006-09-20 13:36:12 »

nasty....

Normal Performance then a slow down also reminds me when I forgot to clear the renderbins after rendering, so the models kept doubling every single frame. Those kind of bugs are annoying...

DP

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #18 - Posted 2006-09-20 13:50:07 »

Normal Performance then a slow down also reminds me when I forgot to clear the renderbins after rendering, so the models kept doubling every single frame. Those kind of bugs are annoying...
That shouldn't happen.

@EgonOlsen : may be that, if I wanted I could track that bug down anyway thanks v'ry much for the hint.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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