Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (741)
Games in Android Showcase (225)
games submitted by our members
Games in WIP (823)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 2 [3] 4
  ignore  |  Print  
  Shard Master Classic - WIP  (Read 53584 times)
0 Members and 1 Guest are viewing this topic.
Offline Archive
« Reply #60 - Posted 2016-01-15 03:37:45 »

Yeah, only if you don't mind. It's ok.
I'd love to, but the "engine" (i put quotes around it because it's just a graphics engine, not exactly a game engine) has basically become twisted and molded into Shard master so that the game can run as fast as possible.

Essentially, I wouldn't be easy to tear the engine apart from Shard master because the engine and Shard master became one entity haha.

If you have any questions though, feel free to ask, I'm more than happy to answer questions Smiley

Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #61 - Posted 2016-01-15 06:41:34 »

Ah, ok, that makes senseā€¦ bit too early in the morning to see that sort of gore Tongue
That aside, I was just primarily interested in seeing what made it tick, and possibly what could be done to make it run a little faster.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline koalala

Innocent Bystander





« Reply #62 - Posted 2016-01-15 09:18:15 »

hi, registered just to ask this question!
since i know a bit about drawing graphics, but not much about anything else,
i was wondering how/in what format you are storing and reading the map.
could you maybe explain a bit about how the game does that?

thanks!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Archive
« Reply #63 - Posted 2016-01-15 23:44:12 »

hi, registered just to ask this question!
since i know a bit about drawing graphics, but not much about anything else,
i was wondering how/in what format you are storing and reading the map.
could you maybe explain a bit about how the game does that?

thanks!
I just store the tile information (x,y,objectID, height, etc...) in a bytebuffer and pack it into a file at a certain entry. Look into ZipFile and ZipEntry javadocs

Offline Archive
« Reply #64 - Posted 2016-01-15 23:45:33 »

I don't no why? But I getting around ~6 fps  Grin
The versions of the game that are available for download poorly reflect the current game that I have not posted yet. The current game runs faster due to rendering optimizations.

Offline Archive
« Reply #65 - Posted 2016-01-17 07:49:55 »



Here is a pretty cool update with a download!

Started equipment, skills, etc..

http://www.mediafire.com/download/fm094746az711as/ShardMasterClassic_1-16-16.jar

Turn off shadows in the settings tab for a significant performance boost.

Press E to see the orthographic render of the world from the light source's point of view (shadow mapping).

Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #66 - Posted 2016-01-17 08:52:00 »

Wow, looking good there.
What's the black space above the inventory/settings/skills tabs going to be used for? Also, are you computing those shadows every frame? You could try to cache them somehow, for things that don't move. That might help with performance but memory usage would rise a bit.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Archive
« Reply #67 - Posted 2016-01-17 15:38:27 »

Wow, looking good there.
What's the black space above the inventory/settings/skills tabs going to be used for? Also, are you computing those shadows every frame? You could try to cache them somehow, for things that don't move. That might help with performance but memory usage would rise a bit.
Thank you! That black space above the tabs will most likely be used to display other information about your character like your name and some other miscellaneous level-based info

Also, yes the shadow map is getting calculated every frame because it has to move with the player. The drawing of the shadow map itself is fast, it's the pixel by pixel loop after the frame is processed that affects speed.

Offline Archive
« Reply #68 - Posted 2016-01-19 04:21:24 »

Made shadows a little bit faster

Added pickable crops.
Different types provide a different number of that food item. For example, one corn plant gives 4 corn while one potato plant gives one potato.


Added doors!
Opening a door:


Showing the opened door:


You can't close the door while you are on the door's tile to prevent getting stuck in the door.


Walking through and showing the door from another angle:


Started health and damage. The picked crops heal you for a certain amount and eating flowers hurt you.




Health bar above head only appears when you are damaged and also disappears after not receiving damage for 4 seconds. It does not appear when you heal yourself, however this may be changed.

Offline EgonOlsen
« Reply #69 - Posted 2016-01-19 07:18:54 »

Looks good!  Grin I've one question though: Everything is 3D here, even the simplest plant. So why not the player?

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Archive
« Reply #70 - Posted 2016-01-19 15:07:50 »

Looks good!  Grin I've one question though: Everything is 3D here, even the simplest plant. So why not the player?
Haha yeah, the player (and the future npcs) will be 2D because I suck at 3D modeling and animation. Also I do not know how to properly implement a 3D animation into the game.

Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #71 - Posted 2016-01-20 22:17:43 »

If I were to be implementing a 3D animation system into this I'd do something like the following:
 - separate the player into joints (so the player is a skeleton, composed of joints)
 - create some sort of animation manager that keeps references to currently running animations and update this manager every game tick
 - for each animation, store positional data per each 'frame' - update the points on the skeleton with new locations and angles
 - render each component of the skeleton separately, using relative coordinates to the player, using respective parts of the model.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Archive
« Reply #72 - Posted 2016-01-21 00:37:19 »

If I were to be implementing a 3D animation system into this I'd do something like the following:
 - separate the player into joints (so the player is a skeleton, composed of joints)
 - create some sort of animation manager that keeps references to currently running animations and update this manager every game tick
 - for each animation, store positional data per each 'frame' - update the points on the skeleton with new locations and angles
 - render each component of the skeleton separately, using relative coordinates to the player, using respective parts of the model.
Thanks but I am 100% sure that there won't be a 3D player in shard master haha

Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #73 - Posted 2016-01-21 21:34:40 »

What sort of hardware are you developing this on? I've been running it on a retina mbp (dual-core 2.9 ghz i5) and getting 20-40fps.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Archive
« Reply #74 - Posted 2016-01-22 00:42:02 »

What sort of hardware are you developing this on? I've been running it on a retina mbp (dual-core 2.9 ghz i5) and getting 20-40fps.
I have a 2012 mbp retina with a 2.6 ghz intel i7. I get around 25-28 fps with the shadows on (these are the old shadows im referring to, the new faster ones I get around 30 fps) and with shadows off, I get a constant 40-41 fps (which is the sweet spot for the engine)

Offline Archive
« Reply #75 - Posted 2016-01-30 06:02:59 »

Sorry for lack of updates, getting equipment to work is a real monotonous thing since i have to make the images and position them on the 2D player for each of the 8 faces so I just work on it slowly because I cant handle too much of it.

Offline Archive
« Reply #76 - Posted 2016-02-03 01:26:04 »

Hey everyone, so I did a ton of cool things with this game and I will announce them in the next release, but I have an important question that I'd like to ask you all.

Should I keep shadows in Shard Master even though with all this new content and stuff it makes the game run at 12-13 fps?

http://strawpoll.me/6712916

^^^^^^^^

Offline Coldstream24

JGO Ninja


Medals: 81
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #77 - Posted 2016-02-03 06:02:57 »

Personally, I think that if you can't break 30 frames per second with it all, cut the shadows.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline EgonOlsen
« Reply #78 - Posted 2016-02-03 07:24:28 »

You might want to make the renderer multi-threaded to speed it up instead of dropping the shadows.

Offline Opiop
« Reply #79 - Posted 2016-02-03 12:44:37 »

Seconding EgonOlsen, there's no reason you can't spend time optimizing to bring your frame rate up.
Offline Destructor

Junior Devvie


Medals: 1
Exp: 2 years



« Reply #80 - Posted 2016-02-03 13:32:01 »

Why this game is so slow?
Offline Archive
« Reply #81 - Posted 2016-02-03 23:20:48 »

Why this game is so slow?
How slow is it running without shadows?

Also @EgonOlsen, I will make the renderer multithreaded and put the shadow mapper into another thread.

Offline EgonOlsen
« Reply #82 - Posted 2016-02-04 07:08:49 »

Also @EgonOlsen, I will make the renderer multithreaded and put the shadow mapper into another thread.
I'm not sure if that's the best way to do it. If you already have a clipping/culling algorithm for the upper and lower bound of the screen in your renderer, you can easily split the screen into as many sections as there are (virtual) cores available and adjust the clipping for each section accordingly, so that each renderer renders only the pixels in it's own part of the screen. You can even time the execution of each part and adjust the sections on the fly according to the results.

Offline Destructor

Junior Devvie


Medals: 1
Exp: 2 years



« Reply #83 - Posted 2016-02-04 15:02:18 »

How slow is it running without shadows?

Without shadows I getting max 29 fps, why you not using shaders for shadows?
Offline Archive
« Reply #84 - Posted 2016-02-04 15:20:35 »

How slow is it running without shadows?

Without shadows I getting max 29 fps, why you not using shaders for shadows?
What are your computer specs. Also, this isn't a hardware accelerated game so no OpenGL all the graphics and logic are being processed on the CPU.

Offline Destructor

Junior Devvie


Medals: 1
Exp: 2 years



« Reply #85 - Posted 2016-02-04 15:32:59 »

What are your computer specs. Also, this isn't a hardware accelerated game so no OpenGL all the graphics and logic are being processed on the CPU.

PC Specs:
Processor:  Intel Core i5-4590 3.3 GHz
Graphics Card: GeForce GTX 980M
RAM: 16GB

So why you not using OpenGL? Cheesy
Offline EgonOlsen
« Reply #86 - Posted 2016-02-04 15:56:30 »

So why you not using OpenGL? Cheesy
I can't speak for Archive...but hardware acceleration is for the weak... Grin

Offline Destructor

Junior Devvie


Medals: 1
Exp: 2 years



« Reply #87 - Posted 2016-02-04 17:32:18 »

I can't speak for Archive...but hardware acceleration is for the weak... Grin

So you say that all game companies are week? Cheesy
CPU is too busy, unnecessary rendering is not his job, there are GPU to do this.
Offline VaTTeRGeR
« Reply #88 - Posted 2016-02-04 18:59:35 »

CPU IS FOR THE WEAK USE CAPSLOCK FOR MANUAL BINARY INPUT Pointing
Offline Archive
« Reply #89 - Posted 2016-02-04 23:16:18 »

What are your computer specs. Also, this isn't a hardware accelerated game so no OpenGL all the graphics and logic are being processed on the CPU.

PC Specs:
Processor:  Intel Core i5-4590 3.3 GHz
Graphics Card: GeForce GTX 980M
RAM: 16GB
That's weird you have better specs than I do yet you run more slowly haha

Pages: 1 2 [3] 4
  ignore  |  Print  
 
 

 
Ecumene (108 views)
2017-09-30 02:57:34

theagentd (135 views)
2017-09-26 18:23:31

cybrmynd (245 views)
2017-08-02 12:28:51

cybrmynd (240 views)
2017-08-02 12:19:43

cybrmynd (238 views)
2017-08-02 12:18:09

Sralse (252 views)
2017-07-25 17:13:48

Archive (864 views)
2017-04-27 17:45:51

buddyBro (1007 views)
2017-04-05 03:38:00

CopyableCougar4 (1567 views)
2017-03-24 15:39:42

theagentd (1373 views)
2017-03-24 15:32:08
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!