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  Envel Graphics Engine II Demo  (Read 8608 times)
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Offline Archive
« Posted 2015-11-23 19:26:59 »

LINK IS HERE

http://www.mediafire.com/download/ycavjz02ywpv8la/game_demo_obfs.jar




Here is a demo of progress on the newest iteration of my graphics engine, Envel II.

Features that I'm proud of:
Specular bump mapping
Terrain collision
Collision with walls and trees
Jumping
Map sector loading (not dynamic yet)

Oops, forgot controls....

WSAD - movement
Arrow keys - move camera

RYTGFH - move the light source (sun) to show off the dynamic lighting

Online VaTTeRGeR
« Reply #1 - Posted 2015-11-23 21:01:45 »

The engine is running at a nice and steady 8fps Grin
Is it faster on your machine?
Offline Kefwar
« Reply #2 - Posted 2015-11-23 21:08:23 »

Nicely done! Runs at 20 - 30 FPS when looking at a lot of stone for me.. When looking a bit in the sky it runs at 60 FPS.

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Offline EgonOlsen
« Reply #3 - Posted 2015-11-23 21:21:16 »

Runs @ ~ 20 fps on my Core i7 @ 4Ghz. My first contact with a tree ended with me being stuck in it... Wink

Offline Archive
« Reply #4 - Posted 2015-11-23 21:32:02 »

@ VaTTeRGeR : Oh boy I tried optimizing as much as I could... It runs at around 20 fps on my machine.

@ Kefwar : Yes, the skybox is rendered in a separate, much faster, method since the skybox is not shaded at all. The updates per second are independent from fps so even if you look at the sky and move, you will move at the same speed.

@ EgonOlsen : Was that contact made by landing on it after the starting fall? If you land on an object from above, you get stuck in its collision bound Tongue

Offline EgonOlsen
« Reply #5 - Posted 2015-11-23 21:34:17 »

@ EgonOlsen : Was that contact made by landing on it after the starting fall? If you land on an object from above, you get stuck in its collision bound Tongue
No, I just walked into it and got stuck.

Offline DarkCart

JGO Kernel


Medals: 121
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #6 - Posted 2015-11-23 21:38:11 »

This game is pretty good. It runs pretty slow, but is pretty good anyways. It's like a really really (really) old version of Minecraft, but with cones and bumpy terrain

The darkest of carts.
Offline Archive
« Reply #7 - Posted 2015-11-23 21:49:23 »

No, I just walked into it and got stuck.
Oh okay

@ DarkCart : yeah fps is really crap but it isn't like the game doesn't run smoothly.

Offline ags1

JGO Kernel


Medals: 356
Projects: 7


Make code not war!


« Reply #8 - Posted 2015-11-23 22:09:12 »

Well done! Any reason why you have not used e.g. bitbucket to host your download instead of mediafire? I'm never sure where the adverts stop and the real downloads begin on those "download" sites. Smiley

For example, this is the download page for my benchmark, I just think this is a lot cleaner and more user-friendly:

https://bitbucket.org/aclarke/headline-distribution/downloads

Regarding the FPS issues: do you render to the screen resolution? You might get more usable performance rendering to 640p or 720p regardless of screen resolution...

Offline Archive
« Reply #9 - Posted 2015-11-23 22:27:53 »

Regarding the FPS issues: do you render to the screen resolution? You might get more usable performance rendering to 640p or 720p regardless of screen resolution...


I don't know, tradition I guess... I've always used mediafire haha.

as for your suggestion for Fps issues, I do not understand what that means.
What does rendering to the screen resolution mean? (I'm assuming it means that every pixel in the frame is calculated)
And what does 640p mean? 640x480?

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Offline ags1

JGO Kernel


Medals: 356
Projects: 7


Make code not war!


« Reply #10 - Posted 2015-11-23 22:32:09 »

Sorry, yes I guess I should have written 480p. It's just shorthand for the number of lines in the screen - 480, 720, 1080, 1200, 1440 etc. If you are calculating every pixel in everyones monitors, then different people are solving completely different problems and so are reporting wildly different FPS. So you should render to a lower fixed resolution and then scale it to everyone's monitors.

Offline Archive
« Reply #11 - Posted 2015-11-23 22:42:30 »

Sorry, yes I guess I should have written 480p. It's just shorthand for the number of lines in the screen - 480, 720, 1080, 1200, 1440 etc. If you are calculating every pixel in everyones monitors, then different people are solving completely different problems and so are reporting wildly different FPS. So you should render to a lower fixed resolution and then scale it to everyone's monitors.
Okay thank you for explaining, I understand now. However, wouldn't drawing to a lower resolution not only look pixelated but it would also result in slower frame creation rate since scaling an image requires a good amount of multiplication and loops?

Offline orange451

JGO Kernel


Medals: 346
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Exp: 6 years


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


« Reply #12 - Posted 2015-11-24 05:47:07 »

I get about 20 FPS on this.

Nice job so far Smiley

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Offline Archive
« Reply #13 - Posted 2015-11-24 05:56:16 »

@ orange451
Thank you!




I'm probably going to use this engine to write a low-res rpg :p

Offline ShadedVertex
« Reply #14 - Posted 2015-11-24 11:03:41 »

It's actually pretty amazing for a new project!
Offline Ed_RockStarGuy
« Reply #15 - Posted 2015-11-25 22:22:27 »

@ orange451
Thank you!




I'm probably going to use this engine to write a low-res rpg :p

Why do these images remind me of a early runescape xD
Offline Archive
« Reply #16 - Posted 2015-11-25 23:16:11 »

Why do these images remind me of a early runescape xD
Maybe because I love runescape classic haha

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