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Here's a pretty cool OpenGL demo...
#41
Wow.

It now goes about 150 fps, I can't really tell. The jump is just a blur. When I tap the button the dude flies across the screen.

That's insane.

Put an FPS limiter dude...30 or 40 frames a sec is good Big Grin

Now you know you HAVE to write a series of tutorials, right?
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#42
Jesus Christ. On a 2.8 ghz comp, it went from like 2-3 fps to so fast that i could get from one side of the room to the other (Diagonally) in less then a second. Good job!

On the other hand, on a 800 mhz Duron, ATI Rage Mobility, I went from about 1-2 fps to freezing my comp. Sad It loads everything, I see the room... and that's al i see. It completely crashes.
Jumping Jahoolipers!
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#43
At this point (locks/crash) you will need to attempt to locate the vendor website and try updating the video card drivers to the most recent. If they have a "complete" driver set that can be installed via a setup program, I would grab that one. 9 times out of 10 it will have everything needed to get you as up-to-date as can be on directX/GL/etc.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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#44
Great job--made me dizzy!
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#45
Yeah, I'll work on the speed issue. When evertything is in place, it's probably going to need some nifty optimization algos. I'm going to add a limiter though, so it will run as close as possible to the same speed on every computer.

Ogl Tutorials are everywhere and they're all about the same quality to me. Those NeHe tutes are really good imo though. You can also download the old redbook from the OpenGL home page. That helps alot. Also, ask rel, he has alot more experience than I do.
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#46
Quote:Yeah, I'll work on the speed issue. When evertything is in place, it's probably going to need some nifty optimization algos. I'm going to add a limiter though, so it will run as close as possible to the same speed on every computer.

Ogl Tutorials are everywhere and they're all about the same quality to me. Those NeHe tutes are really good imo though. You can also download the old redbook from the OpenGL home page. That helps alot. Also, ask rel, he has alot more experience than I do.

Nah, Don't believe this guy, all I did was point him in the right directions and he did everything himself. :*)

Great job and peeps, the doc is hard at work on this engine. Now this might be a good excuse not to plat "Treasure of the rudras" (SNES) this weekend and make an intro to SDL+Opengl for QBExpress. Not making promises though. :*)
y smiley is 24 bit.
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#47
Wow, really cool! Did you use lightmaps for lighting or are you doing real time lighting?

It runs really slow (~5fps) on my XP3200 with Gforce fx5900.

I'm not sure what you are doing wrong, I'm guessing it is somehow defaulting to software mode for something.

I wrote a 3d opengl engine once 5 years ago and it ran really smooth (100+fps). But that was VC. Yeah, it has to be something software that is slowing down your engine.

I may look at your code if I get a chance.

USE FRAME INDEPENDENT timing. That's what I did in my engine. Count how much time passed since the last frame and use that for your movement vectors instead of an abritrary x=x+10.

But it is a great start to an engine! And the first in FB! Smile
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#48
Delete the opengl32.dll that comes with the demo, it's a reference implementation done in software only.

Dr_D, can't you remove it and upload the zip again? Otherwise everyone downloading it will complain..
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#49
Ok, I will. I'll stick a little timer-loop in there for now too. Tongue

The version that's up there right now has no timing at all. It just runs at full speed. I'm adding more interaction with the enviroment & stuff... learning more about OpenGL in the process. I'm sure alot of stuff will be totally different whenever it's ready to make a real game with. Wink

OK... the one without OpenGL32.dll and GLU.dll is up. There aren't any major changes... except there's a cheap frame rate limiter. It should be a little more realistic for people with new computers.
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#50
Very cool! (I was the guest I forgot to log in before)

A couple pointers:

- DO NOT limit the FPS. Instead, have the movement based on how much time has passed since the last frame. That way your movement will me consistent from 30fps to 200fps.

- You DO NOT need to glClear the GL_COLOR_BUFFER_BIT as you will always be overwriting everything with each frame. Keep the GL_DEPTH_BUFFER_BIT . Changing this added about 30fps on my xp3200 machine (from 500 to 530 running at 1024x768x32 - yes 640x480 is TO SMALL for me Smile.

I see you are experimentin with fog and transparency.. You can do some pretty cool stuff with it! You should try your hand at lightmaps next. That would be drawing two textures at once. I did it in my opengl engine awhile back..very cool stuff.

Collision detection is a real bitch to get 100% right. Looks good so far.

LOOKING GOOD!

Eric
ric Carr
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