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  Project NAH - A sandbox survival platformer.  (Read 48806 times)
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Offline Opiop
« Reply #30 - Posted 2014-05-31 11:37:24 »

Its mostly because he uses immediate mode and glBegin and end pairs like crazy. Swords, seriously calling glBegin and end that much is going to affect your performance like crazy. I've already told you before, you need to only call it a few times and try to put all your glVertex or glColor or whatever calls in between them. 
Offline trollwarrior1
« Reply #31 - Posted 2014-05-31 11:51:43 »

Its mostly because he uses immediate mode and glBegin and end pairs like crazy. Swords, seriously calling glBegin and end that much is going to affect your performance like crazy. I've already told you before, you need to only call it a few times and try to put all your glVertex or glColor or whatever calls in between them. 

It doesn't matter if he uses those pairs like crazy. He should get rid of immediate rendering for static terrain all together. It is VERY VERY easy to render static terrain with VBO..
Offline Opiop
« Reply #32 - Posted 2014-05-31 11:54:15 »

Well yes, it would be very beneficial but its up to him...

I thought glBegin and end pairs were expensive calls though...? I used to "abuse" those functions and I definitely noticed the framerate drop.
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Offline trollwarrior1
« Reply #33 - Posted 2014-05-31 11:56:02 »

I remember one time I had the Wilderness To Home rendered each quad with a pair of those. The framerate was 1500. Then, I thought I would try removing those. The frame rate increase by 25 fps or something.. (1525) it isn't such a big deal.
Offline Opiop
« Reply #34 - Posted 2014-05-31 11:59:09 »

Ah ok, thanks for clearing that up... Must have been something else in my code.

But seriously OP, you should consider using a more "modern" rendering technique. At least try display lists, they are ridiculously easy to set up and it will increase your performance dramatically as you aren't sending each set of vertices to the card. I can't stress how much you should use them if you're not going to "upgrade" to a buffer object.
Offline Coldstream24

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« Reply #35 - Posted 2014-07-15 20:32:08 »

Wow, those caves are looking pretty good. One thing I suggest is having a solid barrier at the bottom of the world (yes, I know, bedrock, but it's a good idea) and some kind of transition so that it doesn't look like the world ends so suddenly at the bottom, because you have your background blocks prior to that and then it's just your background colour.

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Offline Screem
« Reply #36 - Posted 2014-07-15 20:46:51 »

Perhaps simply have the camera stop following the player once they reach an edge. Really nice project, by the way! One thing though, falling and jumping look very linear. I would suggest adding acceleration so the player jumps following a smooth parabola and gains velocity while falling down.
Offline Some1epic123
« Reply #37 - Posted 2014-07-27 20:17:38 »

I've been following your progress, and I think it's looking pretty great.
With the ideas that have for this, you can definitely make this into the type of goal you're going for.

I haven't experienced any sort of lag (pretty stable 65 FPS/FPS cap), even when
lower in the map. Hopefully this progresses well  Smiley
Offline Opiop
« Reply #38 - Posted 2014-09-18 02:26:44 »

I really hope you don't plan on keeping all those sounds...

Also, you need variation in your terrain. The caves are cool, but it needs hills or some type of non-subterranean features.
Offline gzuzboey
« Reply #39 - Posted 2014-11-29 00:03:20 »

Download? I really want to play this game. It looks nice Grin

YA BOI
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