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gunship demo - syn9 - 12-06-2005 a simple demo of a gunship i'm working on. the ship doesnt fly around it just shows the object based animation and the control scheme for the ship, as well as guns firing http://syn9.thingie.net/game/gunship.zip controls:
gunship demo - Deleter - 12-06-2005 sweet gunship demo - barok - 12-07-2005 awesome! windowed ran at 90 fps the whole time. gunship demo - dumbledore - 12-08-2005 nice, windowed ran @ >400 fps the whole time O_O gunship demo - yetifoot - 12-08-2005 ran about 25fps here on a rubbish 4mb video card, seemed really smooth though gunship demo - syn9 - 12-08-2005 thanks guys, by chance, do you guys know how to findout if a window has completed drawing? that way i can only draw a scene at 60hz? i'm having a problem when i run the demo w/o forcing vsync where the gun flash doesnt quite show up at the higher frame rates. i'd like to draw the scene at 60hz, but during the cycles where there is no drawing, perform other routines gunship demo - KiZ - 12-08-2005 Thats really, really sweet. ~500fps all the time Was there supposed to be gunflash? Or is that just in your latest build? gunship demo - Sterling Christensen - 12-08-2005 Very cool. 244 exe in wine, 248 native Linux gunship demo - syn9 - 12-09-2005 yea, there is, but in the higher frame rates you cant see it gunship demo - Dr_Davenstein - 12-09-2005 Have you tried using glfwswapinterval? You might also try using glflush before you call glfwswapbuffers. Are you just sticking a light in front of the ship to simulate the flash? If so, you could do something like this... Code: If GlfwGetTime()>=Flash_Time Then |