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gunship demo - Printable Version

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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

[Image: ship6_2.jpg]

http://syn9.thingie.net/game/gunship.zip

controls:
  • UP - fwd thrust
    DOWN - brake
    LEFT - turn left
    RIGHT - turn right
    E - Burst Thrust
    S/F - Strafe
    SPACE - fire guns



gunship demo - Deleter - 12-06-2005

sweet Big Grin


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
    Flash_Time = GlfwGetTime()+Flash_Delay
    Flash_On XOR = TRUE
End If

If Flash_On Then
    glEnable GL_LIGHT?
ELSE
    glDisable GL_LIGHT?
End If

'draw ship...