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  JGadget - fake 3d rendering in Java  (Read 11641 times)
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Offline ReBirth
« Reply #30 - Posted 2012-07-03 13:53:17 »

AMD Brazos E-450
AMD Brazos E-450 1.65GHz? That one? The one with 2 cores?
Well that explains your 10 fps Tongue!
So this machine can run Civ 5 and Halo 2 well but not this? Hmm complicated Grin

Offline gouessej
« Reply #31 - Posted 2012-07-03 20:41:55 »

Hi

Thank you for the JAR. I get about 15 FPS in ultra quality. The mouse cursor is still visible (you could use a transparent image as a cursor to "hide" it), the full screen mode is not working, the task bar is drawn above your window because of an AWT bug with KDE 4. It is quite nice Smiley Of course, I keep in mind that you use a very low resolution and a lot of clipping. Why not adding an option to completely disable clipping and to use the current resolution instead of switching to another one? Keep up the good work.

Offline EgonOlsen
« Reply #32 - Posted 2012-07-03 20:58:12 »

It could really need some (i.e. a lot of!) optimizations...i tried it on an old AthlonX2 @ 2.4Ghz and the fps display never exceeded 5fps...and it felt even slower. The same machine can run this software rendered thingy at 30-80fps in 640*480: http://www.jpct.net/quapplet/. I would expects this much simpler engine to spit out at least 80fps...and not 5... Wink

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Offline gouessej
« Reply #33 - Posted 2012-07-03 21:37:15 »

It could really need some (i.e. a lot of!) optimizations...i tried it on an old AthlonX2 @ 2.4Ghz and the fps display never exceeded 5fps...and it felt even slower. The same machine can run this software rendered thingy at 30-80fps in 640*480: http://www.jpct.net/quapplet/. I would expects this much simpler engine to spit out at least 80fps...and not 5... Wink
My machine is worse than yours (AMD Sempron 2600+, single core) but JGadget is at least third times faster with it, why?

Edit.: your example rocks  Grin

Offline EgonOlsen
« Reply #34 - Posted 2012-07-03 21:50:00 »

My machine is worse than yours (AMD Sempron 2600+, single core) but JGadget is at least third times faster with it, why?
No idea. Maybe caused by the fact that the jar version runs full screen (i couldn't get the applet to do anything except on my main machine) and has to scale up somehow?

Offline orange451

JGO Coder


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Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #35 - Posted 2012-07-03 22:27:59 »

It could really need some (i.e. a lot of!) optimizations...i tried it on an old AthlonX2 @ 2.4Ghz and the fps display never exceeded 5fps...and it felt even slower.
There isn't a lot of optimizations I can do for the engine, except change what is used to draw all the graphics Tongue.

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Offline gouessej
« Reply #36 - Posted 2012-07-03 23:03:47 »

It could really need some (i.e. a lot of!) optimizations...i tried it on an old AthlonX2 @ 2.4Ghz and the fps display never exceeded 5fps...and it felt even slower.
There isn't a lot of optimizations I can do for the engine, except change what is used to draw all the graphics Tongue.
Look at 3DzzD's source code, it uses a software renderer too.

My machine is worse than yours (AMD Sempron 2600+, single core) but JGadget is at least third times faster with it, why?
No idea. Maybe caused by the fact that the jar version runs full screen (i couldn't get the applet to do anything except on my main machine) and has to scale up somehow?
It was a bit slower with the applet but still faster and anyway, full screen is partially broken with KDE 4.

Offline Cero
« Reply #37 - Posted 2012-07-03 23:04:31 »

It could really need some (i.e. a lot of!) optimizations...i tried it on an old AthlonX2 @ 2.4Ghz and the fps display never exceeded 5fps...and it felt even slower.
There isn't a lot of optimizations I can do for the engine, except change what is used to draw all the graphics Tongue.

well actually with Slicks API being so similar in use, a switch would be easy.

Offline MindOfCorruption97

Senior Newbie





« Reply #38 - Posted 2012-07-03 23:46:35 »

May I ask. How did you do this?

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Offline orange451

JGO Coder


Medals: 8
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #39 - Posted 2012-07-04 04:04:55 »

Do what?
Calculating the points was the hardest thing to do in this engine (and it still wasn't even that complicated Tongue) just a very slight amount of trigonometry (and I only just passed Geometry in school Cheesy). Once you have all the points, texturing is as simple as drawing vertical images that are of different sizes, and only draw part of a whole texture (to get that skewed texture effect). Smiley

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Games published by our own members! Check 'em out!
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Offline EgonOlsen
« Reply #40 - Posted 2012-07-04 06:45:21 »

There isn't a lot of optimizations I can do for the engine, except change what is used to draw all the graphics Tongue.
May i ask how you are doing that?

Offline gouessej
« Reply #41 - Posted 2012-07-04 20:10:20 »

There isn't a lot of optimizations I can do for the engine, except change what is used to draw all the graphics Tongue.
May i ask how you are doing that?
He uses volatile images and he probably enables Java2D OpenGL pipeline. In my humble opinion, he should use spatial subdivision and various culling methods to improve the performance of JGadget.

Offline orange451

JGO Coder


Medals: 8
Projects: 1
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #42 - Posted 2012-07-05 02:46:12 »

He uses volatile images and he probably enables Java2D OpenGL pipeline. In my humble opinion, he should use spatial subdivision and various culling methods to improve the performance of JGadget.
Well, If I were better at math, I would figure out which walls in the players view can't actually be seen (behind other walls) and then not draw them Tongue! However, Math isn't my strongest of subjects.

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Offline EgonOlsen
« Reply #43 - Posted 2012-07-05 07:33:52 »

So you are making individual draw calls and let the Java2D pipeline scale the graphics?

Offline gimbal

JGO Knight


Medals: 25



« Reply #44 - Posted 2012-07-05 08:44:34 »

Well, If I were better at math, I would figure out which walls in the players view can't actually be seen (behind other walls) and then not draw them Tongue! However, Math isn't my strongest of subjects.

Not really a thing of math but through the use of a proper data structure. Aaaaah that takes me back to the days where BSP trees were hot stuff Smiley
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