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Senior Member
IMPRESSIVE
great job... olli...
25fps 2gig laptop
19-20fps during the rotation of the whole scene
WOW - putting this stuff into a game would be
a killer...
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383,890,620 polygons
"win ME infact"
not that far away ...
"you going to build a mini tank race game with this engine"
not in the first place. although i had a short look at an abandoned 4 player tank game i wrote 2 years ago ...
"Cool engine!
I'm really impressed by the frame rate, especially considering the game screen size."
thanks. as for the screensize: i tried 800x600, too. i didn't notice a slowdown (on my box, 2ghz) , but i thought i might better try not to stress my luck.
"I got an average of about 3 fps, a minimum of 2 fps, and a maximum of 5 fps. The render time was about 18 to 20 ms on average"
wow. and i was cursing when i hit 20 fps after i've added some more faces ...
"WOW - putting this stuff into a game would be a killer..."
guess what it's for?
nGFX
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1.8Hz 256MBRam High:28 Low:18 Average:21-24.... Went and did some space exploring... and got lost.... LOL....
but my only comments is... the foward and back act like booster on a space guy... if u hold em down, the robot will cont. to move in that direction until a countermovement is inputed... but on the turn it's not like that... i would just change that... cuz if u hold down the up key, it will cont. to move and not even slow down, until u hit the down key and slow it down to a stop.... other then that... great art....cant wait to see the finish work...
Freakwncy - God made me a nerd because:
If the Penagon didn't have someone to reformat their
HD's, they would be full of porn and
online games.
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383,890,620 polygons
 Originally Posted by Freakwncy02
but my only comments is... the foward and back act like booster on a space guy... if u hold em down, the robot will cont. to move in that direction until a countermovement is inputed... but on the turn it's not like that... i would just change that... cuz if u hold down the up key, it will cont. to move and not even slow down, until u hit the down key and slow it down to a stop.... other then that... great art....cant wait to see the finish work...
thanks for the art comment and the note about the movement, but i must admit that nothing of that will be in the final game the engine was made for.
the house textures are someting i pushed togther for some 3d work and the robot is from crystalis (which will feature the same engine)
as i said i just threw in some very basic movement just to make the demo a bit more interresting 
nGFX
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Senior Member
36fps max on 2gb DDR2, 4Ghz laptop, EI
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383,890,620 polygons
36fps?
wow that beats my deepest hopes ... mhm, although i've published it with 30fps !?
do you have the v8 plugin installed?
nGFX
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Senior Member
no, not sure why it came up so high? might have been a glitch?
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ism
awesome ng. just fantastic
22 fps
2.8 Ghz 2Gb FF
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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Script kiddie
How exactly did you make it this fast, anyway? What did you do differently, and what are the limitations of what you can do with the engine?
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Cubed Member
nGFX, I got around 26 fps constant on P4 2.8 gHz computer.
Now, would you mind saying how many movieclips are actually in that? I cant imagine that it would be that many (Maybe 10 or so). For that to be a game you need to have close to twice as many as you would now to keep it from being such an open enviornment. If that is the case, would your engine be able to keep up with a good FPS?
-----Soccr743-----
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383,890,620 polygons
dudeqwerty, i guess it may have been a problem with the framecounter (or the pentium division bug)
BlinkOk, hey mate, long time no see. sometimes flash behaves just weird (on my 2ghz box, ff, f7 plugin) i get a constant 26 fps ...
 Originally Posted by VENGEANCE MX
How exactly did you make it this fast, anyway? What did you do differently, and what are the limitations of what you can do with the engine?
k, one major drawback is the limitation of one(!) tilt angle per scene, so if you decide to use a 45° down view (like in the demo) you have to live with it. this is because some of the time consuming sin/cos/tan calculations are stored in arrays. so it's basically this (and the secret highly optimized data-handling )
 Originally Posted by Soccr743
Now, would you mind saying how many movieclips are actually in that? I cant imagine that it would be that many (Maybe 10 or so). For that to be a game you need to have close to twice as many as you would now to keep it from being such an open enviornment. If that is the case, would your engine be able to keep up with a good FPS?
mhm, in this demo i used 5x5 tiles for the floor (256x256px png), 6 faces per building and two sprites, so there are currently +/-78 MCs (39 faces) on screen (usually MCs 2 per face, plus some container MCs).
the current WIP version of the game (or better the first map) uses 10 map elements (which consist of 5x5 tiles) wich results in an area of 3000x7500px.
there are currently around 110 objects on that map (walls, trees, hills (yes, slope support), but i limited the number of objects to +/- 20 per visibility group (why render things that are not visible), as flash *cannot* handle all objects at the same time -> mostly because gfx rendertime).
display size is 640x480px.
it still runs at 23fps on an 1.6ghz box ...
though the faces in the demo are quite large, which also isn't that good for speed ...
cheers, nGFX
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Official Shoe Shiner
WOW! Just tried it on my new computer (3.21 GHz, Win XP, 512 MB Ram) and I must say its so amazingly smooth. I thought running it on my old computer was smooth, but running it on this computer is just uber (i hate using that word ) smooth. Well done!
Pretty constant 24-26 fps on both Firefox and IE
Message on a gravestone: I finished before you in the human race.
Using: Flash MX
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383,890,620 polygons
(schouldn't it be: über? - german keyboards are cool , sometimes )
nGFX
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Official Shoe Shiner
lol ok - next time i'll invest a little more time to go and find it in character map
Message on a gravestone: I finished before you in the human race.
Using: Flash MX
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ism
i woz just havin a play with it again and found that if you slow the robot way down and move at angles then sometimes he looks like hes sliding rather than going in the direction he's pointing.
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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Script kiddie
Macs don't have a character map. It's a lot easier for us to add accents to letters. We just have to use a hotkey on the keyboard to choose the accent we want, and then the next letter we type in will inherit that accent. For instance, if we typed in 'a' after the following keyboard shortcuts, it would turn into:
Alt + E = á
Alt + ` = *
Alt + U = ä
Alt + I = â
Alt + N = ã
B-e-a-utiful.
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383,890,620 polygons
blink, yep i know, this happens when you move at "fractions" of a "unit", like:
x += 0.75;
z += 0.3;
(although it looks more like: )
Sprite_obj.Pos_vec.add(new Vector_Object(0, 0, -Sprite_obj.Speed).RotateY(Sprite_obj.Dir_vec.y));
nGFX
when rotating and moving the faces this adds up and it looks like the rooby is sliding (i think i can find a way around it in the actual game.
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Neat =)
23-25FPS (4-5ms/frame)
Pentium 4 2.53GHz (512MB RAM)
WinXP/IE 6
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30fps 3.5ghz 1g ddr ram
the ground squares seemed a ltitle choppy tho
Last edited by Santuria; 06-26-2005 at 05:54 PM.
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