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  Oppugno (Alpha 261a released!)  (Read 4035 times)
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Offline tinfoilboy
« Reply #30 - Posted 2014-08-28 21:22:38 »

I wonder, for the texture coordinate thingy. What if I made a class, named something like SpriteRegion, and when adding a cube instance, check if there is a SpriteRegion for the same sprite already, if so use that one again, if not, add a new one for that sprite.

Offline tinfoilboy
« Reply #31 - Posted 2014-08-29 19:01:05 »

Just got a major optimization done. Now when generating, the RAM usage only goes up to about 630 mb, and after generation, the RAM usage goes to around 400 mb. Also, now generating an arena only takes around 3742ms, give or take, it could be longer though, as the most I've personally seen is about 5000ms. There is no playable version yet, as I had to strip out most of the functionality of the game to get this boost, due to the most of the game depending on the class that took the most memory.

Offline tinfoilboy
« Reply #32 - Posted 2014-08-30 00:03:52 »

Added a loading screen, less RAM usage, better A.I., and a minimal chat.
Had to get rid of grass for now, as there was problems with it, the sprite and code is still there, just hidden away.
New version is in the link above.

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Legends of Yore - The Casual Retro Roguelike
Offline orange451

JGO Coder


Medals: 17
Projects: 2
Exp: 4 years


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


« Reply #33 - Posted 2014-08-31 19:53:01 »

Your file host seems to be down. I tried 12 hours ago, and now.

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Offline tinfoilboy
« Reply #34 - Posted 2014-08-31 21:08:23 »

Your file host seems to be down. I tried 12 hours ago, and now.

Ah! Sorry, fixed!

Offline tinfoilboy
« Reply #35 - Posted 2014-09-17 01:18:35 »

Finally got back around to working on this!

Totally implemented rotation, as well as better everything. Though, I did have to strip out most of everything. Most is re-implemented though.

I also got rid of lighting for the time being, as I plan on baking lighting, due to the lighting being hopefully static.

No download at the moment as I don't think it is at a release point, kind of just wanted to write this to show that the project is still alive.

(Also might have improved performance drastically, but I really don't know)

Offline tinfoilboy
« Reply #36 - Posted 2014-09-19 02:01:40 »

Still no downloadable version, but I improved performance drastically, as in my case, the game's FPS went from around 350-400, to around 1000, overall really great boost from the fix of my really rookie mistake with the VBO, so now the game should run great, or decently. But, nothing can be exactly perfect, as with these improvements, it introduced a bug with enemies damaging you really quickly.

Offline tinfoilboy
« Reply #37 - Posted 2014-09-19 02:53:26 »

I've also now just added rebindable keys (sadly only for certain ones)! You can now rebind the forward, backward, left, right, sprint, and pause buttons. When the new version is released, the way you would do this is by editing the key. values in the config.txt file in assets/, this will also allow for options like "use keys instead of mouse for looking around".

Offline tinfoilboy
« Reply #38 - Posted 2014-09-22 21:54:24 »

Lighting is going well, I guess, lol.



Edit: I've gotten lighting to work a bit better, all it really does is bake "lighting" values into the geometry, so therefore, light isn't dynamic at the moment, I could probably do a sector type thing, where you make sectors that have certain light values, and check what sector you are currently in, and set the lighting of that sector, if the sector is null, don't apply any lighting, but that is really all there is currently Tongue


Offline opiop65

JGO Kernel


Medals: 161
Projects: 7
Exp: 4 years


JumpButton Studios


« Reply #39 - Posted 2014-09-29 21:01:36 »

What's happening with that lighting? Looks interesting though! If I could offer a suggestion, try to put some sort of distance limiter or use mipmaps so you don't get the "checkerboard" effect when you are far away from the tiles in the distance.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline tinfoilboy
« Reply #40 - Posted 2014-09-29 21:07:30 »

What's happening with that lighting? Looks interesting though! If I could offer a suggestion, try to put some sort of distance limiter or use mipmaps so you don't get the "checkerboard" effect when you are far away from the tiles in the distance.

The lighting in the picture above was testing for multi-colored lights. If you meant the lighting in the main post, what happened was I tried making lighting be sphere-based as opposed to bounding box based, it basically broke lighting though, as it kind of works but at the same time kind of doesn't. I did add mipmapping, but I guess it didn't work.

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