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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 196981 times)
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Offline nva225

Junior Member





« Reply #30 - Posted 2007-03-13 23:59:29 »

Hmm well it works now, playable framerates on my faster computer, not really playable on my slower (2 ghz with a 6600gt, not really that slow) computer. The implementation looks and functions fairly well (although I wish the mouse could turn faster) but I have to ask, like a lot of others have been wondering, what happened to JOGL here? Is any part of this hardware acclerated?

Anyway, looking forward to the updates when you get it up to full (or at least much better) speed.
Offline gouessej

« In padded room »



TUER


« Reply #31 - Posted 2007-03-14 11:39:34 »

Hi!

Thanks for the feedback. The game is a very little bit hardware accelerated. It uses an extremely slow rendering algorithm called raycasting. When I put it off, the framerate will hugely increase, between 60 and 250 FPS quite easily, depending on your configuration. JOGL is going to help me in improving the rendering. I need a lot of time to give up raycasting as it is the main part of the engine. The mouse will work faster in the next release. The latest website version has been optimized to work with all browser. Bye.  Grin

Offline gouessej

« In padded room »



TUER


« Reply #32 - Posted 2007-03-14 11:43:48 »

Works for me (from the command line) on XP/Java6. But were is the OpenGL part? These are still the same old raycasted graphics the engine on which you've based your game on was using. I expected it to use hardware acceleration... Huh Huh

You're right. Giving up raycasting requires me to rewrite the main part of the engine and I'm working on that now. Be patient. Now it may work without using the command line and if you encounter a problem, disactivate DirectDraw in your control panel. There is a very few things which are accelerated. I use glDrawPixels which is extremely slow too. Sorry.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej

« In padded room »



TUER


« Reply #33 - Posted 2007-03-16 12:31:19 »

EgonOlsen doesn't read the source code or compare performance with Stahl's version. If you use the original game in fullscreen, it will be between 2 and 8 times slower than my version. Then, I can say that I have improved the game even though it could be quicker.

Offline gouessej

« In padded room »



TUER


« Reply #34 - Posted 2007-04-19 15:29:49 »

The developpement of TUER will restart in a few weeks after my exams. Someone suggested to change the keyboard configuration. Then, which keys would you like to use to move and to strafe?

Offline johnrico2000

Senior Newbie





« Reply #35 - Posted 2007-04-19 15:58:13 »

Quote
If you need a MD3 loader for JOGL, I will update the packages of the source on sourceforge.net to allow you to download it.

Hi

I would really like to have your MD3 model loader. Would you mind to make it available for download. I would be really appreciating that.

Thanks
Frank
Offline gouessej

« In padded room »



TUER


« Reply #36 - Posted 2007-04-19 17:16:51 »

Of course I will do it. As I'm very busy, if you need it immediately, send me a private message with your email adress and I will send you all. Nevertheless, it will be the standard version. I have not finished the optimized version which precomputes all interpolations and which will use VBO. It will be finished at september. I will put a link to download the source code tomorrow on my website if possible. Thank you for your interest.

Offline SimonH
« Reply #37 - Posted 2007-04-19 17:28:51 »

The developpement of TUER will restart in a few weeks after my exams. Someone suggested to change the keyboard configuration. Then, which keys would you like to use to move and to strafe?
The usual configuration is WSAD (W & S forward/back, A & D strafe) and the arrow keys forward/back and turn.
Good luck in your exams!

People make games and games make people
Offline gouessej

« In padded room »



TUER


« Reply #38 - Posted 2007-04-20 16:33:16 »

Is your keyboard in AZERTY or in QWERTY ?

Offline SimonH
« Reply #39 - Posted 2007-04-20 20:54:05 »

QWERTY - bog standard...

People make games and games make people
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej

« In padded room »



TUER


« Reply #40 - Posted 2007-04-23 12:24:20 »

Hi

I would really like to have your MD3 model loader. Would you mind to make it available for download. I would be really appreciating that.

Thanks
Frank

There is something wrong with my FTP client. The files are too big (4.8 MB). If you give me your email adress, I will send it to you as fast as I can.

Offline gouessej

« In padded room »



TUER


« Reply #41 - Posted 2007-04-23 14:46:56 »

Ok I solved the problem.

Link removed

Offline gouessej

« In padded room »



TUER


« Reply #42 - Posted 2007-05-14 16:35:55 »

Hi! My exams will be finished in a few days. I will begin designing the full hardware accelerated mode, hoping that it will work better than now. I won't change the keyboard config now but I will build a menu to change the mouse sensibility and the keys.

Offline gouessej

« In padded room »



TUER


« Reply #43 - Posted 2007-05-28 13:23:18 »

The screenshot feature is going to be repaired in a few hours. Could someone test my game under Microsoft Vista? I need to check if it works fine.

Offline gouessej

« In padded room »



TUER


« Reply #44 - Posted 2007-06-05 14:54:15 »

Does anybody know how to create a directory without having a problem of permission in Java? The screenshot feature doesn't work. I'm looking for a way to detect keyboard type in Java as some users of the game have got a AZERTY keyboard and the others have got a QWERTY keyboard.

Offline gouessej

« In padded room »



TUER


« Reply #45 - Posted 2007-06-08 20:11:02 »

 Grin The screenshot feature works under Linux. I will change the configuration of the keyboard in a few days.

Offline gouessej

« In padded room »



TUER


« Reply #46 - Posted 2007-06-14 13:20:27 »

No one here seems to be interested in my project...  Cry

I have just updated the java archive. The configuration has been changed as someone asked me for QWERTY and AZERTY keyboards.  For AZERTY :
Z to go forth
S to go back
Q and D for left and right strafe
The arrows allow to turn, to go forth and to go back.
SPACE and left mouse button to shoot
The mouse allow to turn too.
F1 to perform a screen capture! (sometimes it doesn't work under Microsoft Windows, check the default directory and its user create directory permissions).

If there is something wrong during the capture, you will see a small message very quickly.

Offline gouessej

« In padded room »



TUER


« Reply #47 - Posted 2007-06-14 13:24:47 »

Under Microsoft Windows, the problem appears only with firefox, I don't know why.

Offline erikd

JGO Ninja


Medals: 15
Projects: 4
Exp: 14 years


Maximumisness


« Reply #48 - Posted 2007-06-14 13:41:57 »

Quote
No one here seems to be interested in my project...

I'm waiting for the hw accellerated version  Wink

Offline gouessej

« In padded room »



TUER


« Reply #49 - Posted 2007-06-15 13:06:43 »

I'm waiting for the hw accellerated version  Wink
Ok! No problem! I have been working on this major improvement for some weeks. It will be ready at September, maybe before. I am going to try to draw the crosshairs at first, the weapons, the walls and then the objects and the ennemies. I will use multipass rendering or if possible multitexturing and blending to handle the marks of the walls after an explosion. The portals won't be implemented directly. I want to remove raycasting at first and then improve the way to render the graphics, step by step. Thank you for your honest remark. Be patient  Grin


The screenshot feature works only if the directory chosen by your browser as the "home" for my game allows the creation of a directory. Under Linux, it works perfectly, the directory called "snap" is created in your home.
Under Windows, this directory is created on your desktop with Internet Explorer and in "Program Files/Mozilla Firefox/" with Firefox.

Offline gouessej

« In padded room »



TUER


« Reply #50 - Posted 2007-06-18 12:33:18 »

About the hardware accelerated version, I worked this weekend on the computation of the vertices and the textures coordinates of the walls by using the world map. I hope that I will be able to show you some screenshots in a few days.

Offline gouessej

« In padded room »



TUER


« Reply #51 - Posted 2007-06-27 12:38:28 »

I'm waiting for the hw accellerated version  Wink
Hello! Push "F3" during the game and you will be able to test the EXPERIMENTAL fully hardware accelerated mode! Now, I only draw the wall in this mode, I will complete it step by step. There is no space subdivision. Then, the performance may be increased in the future. I plan to use a cells-and-portals algorithm. The game might crash under Microsoft Windows with PCs using Intel graphic chipset above all. I added a FPS counter at the bottom of the screen. I'm waiting for your first impression. I have a very little time to work on the game but I don't give up!    Grin

Link removed

Offline gouessej

« In padded room »



TUER


« Reply #52 - Posted 2007-07-06 10:39:57 »

There is a problem with Intel 82810 chipset. The bug has been corrected, I will update the java archive Monday. Sorry for the delay.

Offline nva225

Junior Member





« Reply #53 - Posted 2007-07-06 16:45:08 »

Cool, 63-70 FPS (I think it locked that as the cap) on my computer. If anything it runs too fast now o_O. Of course I have a 7900 gs in here, so that helps. But no serious performance issues so good job so far! Now just work on filling in those objects so I don't keep running into invisible barriers...

Oh also, complements on the smooth switch between hardware and software. Nice setup for comparison and testing.
Offline gouessej

« In padded room »



TUER


« Reply #54 - Posted 2007-07-06 17:59:37 »

Cool, 63-70 FPS (I think it locked that as the cap) on my computer. If anything it runs too fast now o_O. Of course I have a 7900 gs in here, so that helps. But no serious performance issues so good job so far! Now just work on filling in those objects so I don't keep running into invisible barriers...

Oh also, complements on the smooth switch between hardware and software. Nice setup for comparison and testing.

Thank you very much! I want to improve the objects. These are only zoomed bitmaps. It is not locked by a cap. The laptop computer of my best friend turns at 81 FPS on my game. The performance may be increased by spatial subdivisions. I will use cell-and-portal algorithms. It will become faster. These invisible barriers match with objects these are not drawn now in the experimental mode. I have a lot of things to do. The lighting system is primitive. At first, I will use some simple light sources and after that, I might use pixel shading for dynamic lighting. The GUI is too much poor and I need a multiplayer mode... I would like to add a crosshair and other weapons. The extern module for the display of MD3 models is not fully optimised.

Finally, I appreciate to have some feedbacks. Sometimes, I'm sad because only a very few people seem to be interested in my project and there is still no link from https://jogl.dev.java.net/ to my website. 

Offline EgonOlsen
« Reply #55 - Posted 2007-07-07 14:20:06 »

Exp-mode works fine on Core2 Duo@3Ghz, Vista, HD2900XT at around 91fps. However, it doesn't work on an old Intel onboard chipset (all white...).

Offline EgonOlsen
« Reply #56 - Posted 2007-07-07 15:30:42 »

Athlon 64 X2 3800+,XP, X800Pro works fine too. The fps counter goes crazy and shows something like 926363636272819 fps most of the time, but apart from that it works fine.
BTW: Software mode runs with 5fps on that machine while it outputs 15fps on the Core2.

Offline irreversible_kev

Junior Member





« Reply #57 - Posted 2007-07-08 01:45:23 »

I'd like to play it but everytime I tried I get 0 fps on software mode.

Athlon 2500+, 9800pro, 1GB ram.

60 fps hardware accelerate mode.
Offline gouessej

« In padded room »



TUER


« Reply #58 - Posted 2007-07-09 12:42:00 »

Exp-mode works fine on Core2 Duo@3Ghz, Vista, HD2900XT at around 91fps. However, it doesn't work on an old Intel onboard chipset (all white...).

Thanks for the feedback! This bug is solved, I am updating the java archive right now. I don't have internet at home, then it complicates many things. It was all white because I had forgotten a glBegin and a glEnd in one of my methods  Tongue

Offline gouessej

« In padded room »



TUER


« Reply #59 - Posted 2007-07-09 12:45:58 »

Athlon 64 X2 3800+,XP, X800Pro works fine too. The fps counter goes crazy and shows something like 926363636272819 fps most of the time, but apart from that it works fine.
BTW: Software mode runs with 5fps on that machine while it outputs 15fps on the Core2.

It is the first time that the FPS counter goes crazy! Maybe the computation become false when the interval between two frames become very very small. I will study that point.

 Grin Now the experimental version shows the picture and uses backface culling. It does not increase performance now because the zbuffer spends too much time in excluding vertices. It is my fault, I have not implemented any spacial subdivisions algorithm. Shocked

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