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Demo of project in early stages.
#1
Here's something i have been working on the last months. Yes, the gfx are horrible but that's something to be fixed later in progress. And btw feel free to contribute.
Please let me know what kind of machine and fps you get running the demo.

Turn vsync on and off with F1

http://fileanchor.com/31286-d
ttp://hem.passagen.se/qb.basta
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#2
Average of about 255 fps.
P4 3.0 ghz, Radeon X300 SE 128mb.

Like the water effects, the engine seems a little unstable at the moment, the boat got stuck once in the bottom right corner of the map and wouldn't turn, also crashed it a couple of times by going off the left hand side of the screen. I'm sure this could be run at a higher resolution as it seems fast enough.
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#3
You have to keep yourself inside the map boundaries, i haven't done anything about that yet. But that's not a big thing.
ttp://hem.passagen.se/qb.basta
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#4
Cool!

149-160 fps (56 w/ Vsync)

WinXP
AMD Athlon 64 3000+ (1.81mhz)
1 GB RAM
GeForce 6600 GT (128mb)


I like the water ripples also.... You also need to look into time based movement, which is not very hard to do... :winkwink:
Kevin (x.t.r.GRAPHICS)

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#5
I get about 170-180FPS W/O Vsync (VSync obviously matches my monitor refresh rate)

XP
AMD Athlon XP 2600 (2.14GHz)
1GB RAM
Nvidia GeForce 6600
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#6
Very cool! Smile=b


79-100 FPS
XP Home Edition
1.70 ghrz, Pentium 4
256 mb RAM
Itch-Five Design - Your source for free, well designed, web design.
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#7
Make might make coding the engine a bit easier Tongue Awesome though. It crashed on me eventually, and I'm assuming it's because of an array/pointer problem...

Wonder what other problems there could possibly be.

EDIT: Problem List (with possible fixes):
  • You have the following pointers dimmed as integers:

    SOff, WOff1, WOff2, PtrVPage, Ptr1, Ptr2, VPageOff

    Sound.Col, Sound.Engine, Sound.Thunder, Sound.Rain

    Code:
    TYPE SoundType
        Enabled AS BYTE
        Col AS INTEGER ptr
        Engine AS INTEGER ptr
        Thunder AS INTEGER ptr
        Rain AS INTEGER ptr
    END TYPE

    DIM SHARED AS INTEGER YOff, XOff, XT, YT, YLut(ScrnWid -1)
    Dim shared as ubyte ptr SOff, WOff1, WOff2, PtrVPage, Ptr1, Ptr2
    Dim shared as ubyte ptr VPageOff


  • FPS2 was never dimmed, therefor it's an implicit variable location

    Code:
    DIM SHARED FpsTimer AS DOUBLE, FPS2 as integer

  • x and y were never dimmed, so redimming using them shouldn't work too well.

    Code:
    FUNCTION Collision.Objects (X1 AS SHORT, Y1 AS SHORT, Spr1() AS SHORT , Index1 AS USHORT, X2 AS SHORT, Y2 AS SHORT, Spr2() AS SHORT, Index2 AS USHORT) AS BYTE
    DIM AS INTEGER So, x, y

  • Aborting due to runtime error 6 (out of bounds array access) at line 209

    Code:
    dim shared/dim as integer tile

  • Aborting due to runtime error 6 (out of bounds array access) at line 465

Couldn't find all the sources of the last one. Tongue This is a really awesome looking project. Keep it up!
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